GARGANTUAN - f
Blue DRrAGon aAGE 12+
RULES AND ara
The blue dragon reigns supreme over sheer
mountain peaks and beneath blistering sands.
Against its lightning-swift attacks and breath like a
bolt from the sky, few can hope to live long in battle.
With this Gargantuan Blue Dragon figure,
you can challenge the great wyrm and its minions,
with a powerful army, or build a band of thieves to
try to steal riches from its hoard and escape!
This DUNGEONS & DRAGONS? Icons pack contains:
® 1 prepainted plastic Gargantuan figure
(Gargantuan Blue Dragon)
® } full-color stat card
® Full-color battle grid
® Rules and Scenarios sheet
This figure isn't a game all by itself. You need a copy of the DUNGEONS & DRAGONS Miniatures
Game Starter Set, which includes the full game rules. You'll also need additional miniature
figures to play the scenarios described in this booklet, which are available in D&D®
Miniatures Game Booster Packs. Collect your Parents pacha and build a warband, then
challenge a friend!
3 MA RARE ¥
LHe ROOK HT 7
SeerLike any other D&D Miniatures Game creature, the Gargantuan Blue Dragon has a faction (Lawful Evil), a
cost (500), and Armor Class (27), which function as normal. However, it differs in certain ways, particularly
in moving and attacking, as described below.
MASSIVE CREATURES
A Massive creature (such as the Gargantuan Blue Dragon) can enter a square containing a wall, paying 2
squares of movement per square, and can even end its move there, but it can’t see through walls. Enemies
can attack it while it is inside a wall, but only if they can draw line of sight; if 1 or more squares of wall lie
between the attacker and the creature, no attack is possible. A Massive creature can also end its move in pits
without ill effect.
SPECIAL ABILITIES
The Gargantuan Blue Dragon has the following new special abilities. Sec the D&D Miniatures Game Advanced
Rules booklet for other abilities and game terms.
Crush [#] (Can move through a smaller enemy’s space to deal [#] damage and Stun; DC [#]) TAis abiligy is
similar to Trample. A successful save halves the damage dealt and negates the Stun effect.
Indomitable (If this creature is subject to any effect that would eliminate it but that does not deal damage, it
is not destroyed but instead takes 100 damage) 7/his includes effects such as a Beholder's Flesh to Stone special
ability and a Balor’s Vorpal effect. The creature is still destroyed tf tt has 100 or fewer hit points remaining.
SPECIAL RULES
The following special rules apply to the Gargantuan Blue Dragon.
Activations
The Gargantuan Blue Dragon (“dragon”) is different from other D&D Miniatures Game creatures: It activates
six times per round. Think of this as playing a warband of six creatures. If you go first ina round, you'd
activate two creatures, then your opponent would activate two creatures, then you'd activate two more, then
your opponent, and then you'd activate your last two creatures. Then your opponent would activate any
creatures that hadn't taken their turn yet. If you activate the Gargantuan Blue Dragon twice in a phase, you
can't activate other creatures in that phase.
The dragon has a limited menu of options it can use each round.
Each time the Gargantuan Blue Dragon is activated, it can do 1 of the following things:
« Move up to twice its Speed; * Move up to its Speed and use its Crush special ability;
* Use its bite attack; * Use its Breath Weapon special ability;
* Twice per round, move up to its Speed * Use its Tail Slap special ability;
and use its claw attack; ¢ Use its Tail Sweep special ability.
The dragon can use each kind of activation only a limited number of times per round. To track this information,
set aside six damage counters or other markers. Each counter represents a single activation. Whenever the
dragon activates, place a counter on its stat card corresponding to the action it used. It can’t take the same
action more than once during a round, except for Claw, which allows two uses per round. Once you have used
all six counters, the Gargantuan Blue Dragon can't activate again that round.
Taking Damage
For every 100 points of damage it takes, the dragon loses one activation per round. This reduces your pool
of available counters accordingly. Do not “take back” previous activations; the dragon simply has fewer
activations remaining that round. If it takes enough damage to lose more activations than it has available,
it cannot activate again for the rest of the round.
Effects on Activation
Some spells and special abilities, such as Poison, produce effects that occur whenever the affected creature
activates. The dragon is affected only once per round by such effects. These trigger on its first activation
of the round.
Attacks of Opportunity
The dragon always uses its claw attack for attacks of opportunity. It gets one attack of opportunity per turn,
as normal.
a,
———BATTLE MAp FEATURES
This box includes a new battle map, the Desert Lair. Most terrain features are already detailed in the D&D
Miniatures Game rules. New terrain and special situations are described below.
You can use this map to play D&D Miniatures Game battles, but it's not legal for tournament play.
DESERT LAIR
In a shallow cave deep in the heart of a burning desert, the dragon keeps its riches within plain sight as a lure
to those foolish enough to invade its sandy realm.
Warband Placement
The map included in this set has standard start and victory areas. You can use it to play battles using 200- or
500-point warbands, following the normal rules for those areas.
When playing one of the special scenarios included in this set, set up the Gargantuan Blue Dragon as described
in that scenario. If a scenario pits the Gargantuan Blue Dragon against a 500-point warband, place the dragon
in the map area labeled Dragon Start Area, and set up the opposing warband in any areas labeled Start Area B.
For scenarios in which both players provide warbands, set up the Gargantuan Blue Dragon in the shared victory
area in the center of the map.
DRAGON SCENARIOS
The Gargantuan Blue Dragon can stand alone against entire warbands. Two special scenarios are
presented below.
The Dragon's Bodyguards scenario has one player command the dragon and a contingent of minions against a
fearsome army. In the Hoard Thieves scenario, one player controls the dragon and the other commands a pack
of thieves who try to escape the dragon’s lair with the treasures they've stolen.
Bidding
As an optional rule for both scenarios described here, players can bid to build a warband. Each player writes
down the number of points in creatures he or she believes can defeat the dragon. Both players reveal their bids
at the same time. Whoever bid the lower amount builds a warband containing up to that number of points, with
no more than eight creatures. The player with the higher bid controls the dragon.
You cannot bid more points than the maximum allowed by the scenario. In the event of a tie, both players roll
a d20. The high roller chooses whether or not to control the dragon. If this d20 roll is also tied, roll again.
Gargantuan Black Dragon and Colossal Red Dragon Scenarios
You can also use the scenarios designed for the Gargantuan Black Dragon or the Colossal Red Dragon, using
the maps provided with them. For Colossal Red Dragon scenarios, use 300-point warbands instead of
750-point warbands.
DRAGON’S BODYGUARDS
One player controls the Gargantuan Blue Dragon and its minions, and the other player controls a force intent on
slaying the dragon.
Number of Players: Two.
Warbands: The dragon’s player has the Gargantuan Blue Dragon, as well as six other creatures whose total
cost Cannot exceed 200 points. The other player builds a 1,000-point warband with a maximum of eight
creatures as normal, Both warbands can include epic creatures.
Setup: Both players reveal their creatures and then determine terrain initiative. The dragon's player places the
dragon in its start area and places the other six creatures in any areas labeled Start Area A. The other player
sets up the opposing warband in any areas labeled Start Area B.
Victory: Play for 8 rounds. If the dragon has not been eliminated by the end of this time, the dragon's controller
wins. Otherwise, the opposing player wins.
HOARD THIEVES
One player controls the Gargantuan Blue Dragon, and the other player controls a warband attempting to steal
treasure from the dragon's hoard and escape.;
F
:
|
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Number of Players: Two.
Warbands: The dragon's player has the
Gargantuan Blue Dragon, and the other
player builds a 250-point warband of hoard
thieves, which cannot contain any creature that
costs more than 50 points. The warband can have a
maximum of eight creatures as normal.
Setup: The warband's player places his or her creatures
in the Dragon's Hoard victory area. Creatures that
leave the battle map exit through the
squares marked Exit B.
wh
The dragon's player places the Gargantuan \ é
Blue Dragon in the space labeled Start
Area B in the lower right corner of the
map (assuming the Dragon's Hoard is at
the top). The dragon must start entirely
within that space.
Special Rule: Creatures in the hoard
thieves warband can leave the battle map
voluntarily. Those that exit successfully score
victory points for their controller as described below.
Victory: The warband's player scores 25 victory points at the end of each round in which one or more
of that warband's creatures occupy any victory area. The warband’s player also scores victory points
equal to the cost of every creature that exits the battle map, whether it routs or intentionally leaves.
The dragon's player scores victory points for destroying enemy creatures (enemies that rout do not
count toward victory), and 25 victory points at the end of each round in which the dragon occupies the
Dragon's Hoard victory area. Victory goes to the first player to score 250 points, or to the player with
the most points when there are no more hoard thieves in play.
CREDITS
Tlus. Ralph Horsley
Game Design: Matthew Sernete» Game Development: Stephen Schubert
Editing: Jennifer Clarke Wilkes * Art Direction: Mari Kolkowsky « Sketch Artist: Ralph Horsley * Painter: Kimberly Goddard
Cartography: Jason Engle * Production: Bob Carrasca * Graphic Design: Scott Okumura
40095789000001 EN
02007 Wizards of the Coast, Inc. All rights reserved, DUNGEONS & DRAGONS, D&D, d20, d20 System, Wizards of the Coast,
and their reapective logos are trademarks of Wizards of the Coast in the 0.5.4. and other countries. SLADE IN CHINA.
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Valencia, EspatiaGarGantuan Biue Dracon (Great WYRM): LE G Dragon (Earth)
HD: 39 ($65 hp) INIT: +0
441 7 4.4) SPD: 40 ft., B 20 ft., F 200 ft. (Pr —
AC: 44(T 6, FE 44) (Pr) Sa
ATK: Bite +49 (4d6+14, magic) and a
2 claws +47 (2d8+7, magic) and
2 wings +47 (2d6+7, magic) and
tail +47 (2d8+421, magic}
SA/SQ: Blindsense 60 ft, darkvision 120 ft., low-light; breath wpn 1/1d4 rds
(line, 120 ft., 24d8 elec, Ref 37 half), crush (4d6+21, Ref 37 or be pinned, erp +65),
DR 20/'magic, frightful presence (360 ft., HD 38 or fewer, Will 35 neg),
imm elec, paralysis, and sleep, reach 15 ft. (20 ft. bite),
rend 4d8+21 (hit 2 claws), SR 31, tail sweep (half-circle,
30-ft. radius, 2d6421 to § and smaller, Ref 37 half)
SW: Fort +29, Ref +25, Will +31
AB: § 39, D10, Cn 27,1 22, W 23, Ch 22
SK/F: Lis +48, Spot +48, Bluff +48, Conc +29, Dip! +52, Hide +9,
Intim +50, M Sil +10, Srch +48, 5 Mot +48, Spell +50, Surv +17;
B-Fight, Cleave, Cht Expert, Flyby Atk, Hover, Improved Snatch",
Pow Atk, Snatch, Wingover
SPELLS: Known (4/6/7/7/7/'7/8/8/'6; CL 17th; DC 16 + spell level)
(Spell-Like Abilities; CL 17th) 3/day—er/ dest wir, ventyil (DC 17);
1/day—hallue terrain (DC 21), mirage are(DC 22), veil (DC 23)
CR: 235
*Draconomicon
Es ie ae Sree abe a DUNGEONS €7 DRAGONS Illus. Ralph Horsley"This creature begins
500
SPEED
POINTS with $00 hit points and
G6 activations per round;
= F each activation counts as
MELEE ATTACK Pathe the he tate
Bite +25 (45 magic); or claw'+23 (30 magic) ina phase. On each
Pre shuiiattl chee etitn-tou mire
SPECIAL ABILITIES
Independent. Not Subject to Commander Effects. Flight. Burrow 6,
Almighty (Not affected by allies’ spells)
Aura of Fear 5 (Enemies in squares threatened by this creature get morale save —5)
Breath Weapon J (Line; 60 electricity damage; DC 29)
Crush 45 (Can move through a smaller enemy's space to deal 45 damage and
Stun; DC 29)
DR 5; Fearless; Immune Electricity; Spell Resistance
Indomitable (If this creature is subject to any effect that would eliminate it but that
does not deal damage, it is not destroyed bur instead takes 100 damage)
Massive (This creature can end its move in pits, It can move through and end its
movement in walls as though in difficult terrain; it cannot see through walls. Enemies
can attack this creature within a wall only if 1 full square of wall does nor lie berween
itand the attacker.)
Melee Reach 3
Tail Slap 15 (15 damage to 1 adjacent enemy, and push it 2 squares if Huge or smaller)
Tail Sweep 20 (Cone; 20 damage; DC 29)
the options below. Each
option can be used only
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MOVE & MOVE & WREATH MOVE & TALL
CLAW CLAW 7 CRUSH SLAP
MOVE BITE