Crownwing. C tallun, Astral Hunter Level 10 Construct Mastermind

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1 Arcane Portal Astral Giant Level 4 Object Arcane Bebilith Level Giant Immortal c Portal Blast: (blast 3, enemies only) +9 vs. Reflex, damage AND teleport target up to squares. Delayed Appearance: This creature starts off the battle map during your set-up. Object: Does not score VP for occupying one of your victory areas; immune to attacks which target Will. Stationary: Cannot move; not affected by forced-movement effects. Linked Portal: Replaces attack action: Teleport 1 adjacent ally to any teleport square or to any space adjacent to an Arcane Portal. Summon Portal: Use before rolling initiative: Place this creature in any space no closer than squares from any enemy or ally. Astral Leap: Replaces move action: Shift up to squares. 3 F Astral Giants, attracted by clashes in the astral, often finish battles they did not start. 1 Level Elemental M Spear: (reach 3) +1 vs. ; radiant Blood Fiend Level Demon 1 M Reaving Claw: (reach 3) + vs. ; damage AND target has cumulative 1 until end of battle. m Flashing Claws: Make Reaving Claws attacks, each against a different enemy. c Flaming Web: (blast ) + vs. Reflex; + fire damage AND Immobilized (save ends). Blindsight: Ignores Conceal; treats invisible creatures as visible. Multi-Activation : Can take up to turns each round. Prey Focus: Use during your set-up: Choose 1 enemy. Demons in your warband have + Damage against that creature until end of battle. M Claws: (reach ) + vs. ; c Terror Gaze: Minor action: (blast ) + vs. Will; Immobilized (Fear). Bloodseeker: Has combat advantage against bloodied enemies. Bloodthirsty: Whenever this creature hits an enemy granting it combat advantage with a m attack, target also has ongoing damage (save ends). The more wounded you are, the more vicious they become. DDM Guild, 1/0 DDM Guild, /0 DDM Guild, 3/0 DDM Guild, 4/0 Brain in a Jar Cloaker Ambusher Crownwing C tallun, Astral Hunter Level Construct Mastermind Level 9 Aberrant 1 r Puppeteer: (range, can target allies) +1 vs. Will; Take a turn with target as though it was Dominated. r Telekinetic Thrust: Minor action: (range, does not provoke opportunity attacks) +1 vs. Fortitude; push target up to squares. F4 Protect the Master: Use when this creature would take damage: 1 non-champion ally within squares takes that damage instead, then this creature takes You do its bidding no different than its minions do. Hide: If this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy Envelop: Replaces attack action: Choose 1 adjacent enemy. That enemy takes damage at start of each of this creature s turns and is Immobilized until it starts a turn while not adjacent to this creature. Q when this creature uses Shadow Shift. Shadow Shift: Replaces move action: Shift up to 3 squares. MM-004 Lords of Madness. Page 1 of In the Underdark, even the floors, ceilings, and walls are out to get you. 41 DDM Guild, /0 M Armblade: (reach ) +1 vs. ; 1 m Flyby Attack: Move up to its speed and make 1 M attack at any point during that move. Sneak Attack : + Damage against targets granting it combat advantage. Trophy Collector: You score +1 VP whenever this creature destroys the highest-level enemy in play. Mark of Death: Use before rolling initiative: Choose 1 enemy within squares; each ally with a lower level than that enemy has + Damage with m and r attacks against that enemy until end of round DDM Guild, /0 Level 14 Mind Flayer Martial (Unique) M Tail Slap: +1 vs. ; Level 11 Swordwing Aberrant M Silver Longsword: + vs. ; + psychic damage, ignore Insubstantial. m Astral Hop: +1 vs. Fortitude; 1 damage AND this creature teleports up to squares, then place target in any space adjacent to this creature. Q at end of round if this creature occupies your start area. c Mind Blast: (blast ) +1 vs. Will; psychic damage AND Stunned. Astral Hunter: + Damage with m attacks against Borderlands enemies. Vorpal Blade: Triple damage on critical hits with m attacks. DDM Guild, /0 4 DDM Guild, /0 DDM Guild. Permission granted to print for personal use only.

2 Deva Fanatic Dispater, Iron Duke of Hell Level 14 Devil Mastermind (Unique) Level Deva Divine Dispater, Iron Duke of Hell M Heavy Flail: +1 vs. ; 1 Fanatic: +1 damage against Mastermind targets. Soulburst: When this creature is destroyed, each enemy within 3 squares takes radiant damage and each ally within 3 squares heals. Memory of a Thousand Lifetimes: Use after this creature rolls an attack roll or saving throw: Re-roll that attack roll or saving throw. 3 Resist Fire; Vulnerable Radiant Fires of Dis: Minor action: Each enemy and each ally takes fire Q at start of turn. Gates of Dis: Minor action: Choose up to 3 squares within line of sight. Each of those squares becomes fire terrain until end of battle. Q at start of turn. 4 Champion There is no limit to the number of lives I will spend to rid this world of evil. Level Demon Drow Aberrant M Smiting Rod: (reach ) + vs. Fortitude; damage AND push target up to squares. r Scathing Rod: (sight) + vs. Reflex; acid a Gates of Hell: (radius 1 within ) + vs. Reflex; fire Hit or miss, each square in area becomes fire terrain until end of battle. Immune Fire; Vulnerable Radiant Blasphemous Reply: Use after being hit by a m or r attack: Make 1 M attack as an immediate action. 1 Use before rolling initiative: You automatically win the next initiative roll. Use at start of round: Each creature in play occupying fire terrain takes fire M Claw: (reach 3) + vs. ; damage and ongoing damage (save ends). m Slashing Claws: Make Claw attacks. c Unholy Burst: (burst 3) + vs. Reflex; necrotic damage AND Dazed. Q when this creature first becomes bloodied. Champion Use before rolling initiative: You automatically win the next initiative roll. Use when a Devil ally becomes bloodied: Each enemy within 3 squares of that ally takes psychic 3 M Smiting Rod: (reach ) + vs. Fortitude; damage AND push target up to squares. r Scathing Rod: (sight) + vs. Reflex; acid Draegloth Abomination Level Devil Mastermind (Unique) 1 Close Quarters Combatant: Ignores the Speed and Attack penalties for squeezing. Unstable Servant: Whenever this creature starts a turn with no line of sight to a Drow or Demon ally, it is Confused until end of turn. Dark Leap: Use after this creature takes damage from an attack: Recharge Unholy Burst and use it as an immediate action, then teleport up to squares. 1 1 DDM Guild, 9/0 DDM Guild, a/0 DDM Guild, b/0 DDM Guild, 11/0 Dragonborn Elementalist Dwarf Beguiler Efreet Fireblade Elder Blue Dragon Level Dragonborn Arcane Level Dwarf M Staff: + vs. ; + cold c Acid Breath: Minor action: (blast 3) +11 vs. Fortitude; acid On miss, acid a Lightning Blast: (radius 1 within sight) +11 vs. Reflex; lightning 4 Resist Lightning Entropic Spark: + lightning Damage whenever this creature rolls an odd number on an attack roll. Power Node: Use at end of round: If this creature occupies a victory area, recharge Lightning Blast and your opponent scores VP. Yes, I play with fire and acid, lightning, ice, and all gifts of the elemental motes. Aura of Misdirection: Use after a creature within squares takes a move action: Slide that creature up to 1 square. Q at start of turn. MM-004 Lords of Madness. Page of You think you know who you are? Resist Fire Fire Dervish: Replaces move action: Shift up to twice its current speed, must end adjacent to a creature taking ongoing fire Q when this creature uses Whirling Firesteel Strike. 3 These footsoldiers of the Efreet nation are no less dangerous than their masters. M Gore: (reach ) + vs. ; + lightning c Lightning Breath: (3 targets within line of sight) + vs. ; lightning On miss, 1 lightning Q when this creature first becomes bloodied. c Thunderclap: (burst 3) + vs. ; 1 thunder damage AND Dazed. 1 Resist Lightning; Immune Thunder Champion Use when an ally declares a c attack: + thunder Damage on that attack. Use when an ally declares a c or a attack: You score VP for each enemy destroyed by that attack. 3 DDM Guild, 14/0 DDM Guild, /0 M Scimitar: (reach ) +1 vs. ; + fire c Whirling Firesteel Strike: (burst ) +1 vs. ; ongoing fire damage (save ends) AND push target up to 1 square. Q when this creature first becomes bloodied. 0 Level Dragon M Dagger: +1 vs ; Damage. a Sap Courage: (radius 1 within sight) +1 vs. Will; psychic damage AND slide target up to 1 square. a Torment: (radius 1 within sight) + vs. Will; ongoing psychic damage AND Confused (save ends both). DDM Guild, 1/0 Level 1 Elemental Fire DDM Guild, 1/0 DDM Guild. Permission granted to print for personal use only.

3 Elder Copper Dragon Level Dragon Metallic 3 Fettered Dracolich 33 1 Feymire Crocodile Level 1 Undead Dragon M Bite: (reach ) + vs. ; c Acid Breath: (blast ) + vs. Reflex; acid On miss, 1 acid c Slowing Breath: (blast ) + vs. Fortitude; damage AND Slowed (save ends). Immune Acid Draconic Will: Use before rolling initiative: Each non-dragon Champion in play is Stunned (save ends). Champion Use at end of round: Each enemy occupying one of your opponent s victory areas takes Damage. Use before rolling initiative: Each enemy cannot roll saving throws against Slowed conditions until end of round. F Level Giant Fey M Bite: (reach ) + vs. ; 1 c Breath Weapon: (blast ) + vs. Fortitude; ongoing necrotic damage AND target loses necrotic resistance (save ends both). Q when this creature first becomes bloodied. Resist 1 Necrotic; Vulnerable Radiant Crazed Lashing: +4 Attack and + Damage with m attacks while flanked. Fettered by Undeath: Not affected by healing effects of allies. Regeneration : Heals at the start of each of its turns. 33 Swampwalk: Ignores the extra cost for entering difficult terrain. Feymire: (Aura 3) Each square in aura is difficult terrain. Death Throes: Use when this creature is destroyed: Make 1 Bite attack against each adjacent enemy as a free action. 1 Even the most mighty fomori steer clear of the feymire fens. 4 Castigating Eye: (Aura ) Each enemy in aura has 4 Attack with m attacks against larger creatures. Champion Use before rolling initiative: If you win that initiative, slide each ally up to squares. If you lose that initiative, slide each enemy up to squares. Use after a Fey ally hits with a m attack: + Damage on that attack. DDM Guild, 1/0 DDM Guild, /0 DDM Guild, /0 Heroslayer Hydra Human Marauder Human Town Guard Iron Golem Juggernaut Level Human Martial 3 Hydra Fury: Replaces attack action: Make 1 Bite attack plus 1 additional Bite attack for each New Head counter on this creature. New Heads: Use when this creature takes or more damage from an attack: Put 1 New Head counter on this creature Beastmaster: Beast allies have + Damage against targets adjacent to this creature. Double-Up: Whenever this creature scores a critical hit with a m attack, it may repeat that attack as an free action. Momentum: + Damage with m attacks if this creature moved this turn. That seems bad. MM-004 Lords of Madness. Page 3 of Militia Guard: Use when an adjacent ally is hit with a m or r attack: That attack hits this creature instead. 1 Despite what you might have heard, most town guards rarely sleep on the job. DDM Guild, /0 On the edges of civilization, heroes come a little more rough and tumble than in the parlors of Waterdeep. 4 DDM Guild, /0 M Halberd: (reach ) +1 vs. ; Damage. r Heavy Crossbow: (sight) + vs. ; 1 Damage. Q as an attack action. 0 Level Construct M Twin Swords: +1 vs ; Level Human Minion M Bite: (reach 3) + vs. ; c Rampage: Use only while bloodied: (burst 3, enemies only) + vs. ; Hit or miss, after all attacks are resolved, shift up to squares for each enemy hit by an attack. 1 0 M Longsword: (reach 3) + vs. ; c Toxic Burst: (burst ) + vs. Fortitude; poison Inexorable: Can move through squares occupied by enemies. Iron Cleave: Use when this creature destroys a smaller enemy with a m attack: Make 1 M attack as an immediate action. Toxic Death: Use when destroyed: Recharge Toxic Burst, then make a Toxic Burst attack as an immediate action. Variable Resistance: Use during your set-up: Choose acid, fire, lightning, or thunder. This creature has Resist 1 to that damage type until end of battle. DDM Guild, /0 1 M Flail: (reach 3) + vs. ; r Funnel Pain: (range ) + vs. Will; psychic c Painful Visions: Minor action: (burst 4) + vs. Will; Dazed AND Immobilized (save ends both). DDM Guild, 1/0 Level Hydra M Crippling Bite: (reach ) + vs. ; damage AND Immobilized (save ends). 1 The darkest hearts seek immortality through any means. 3 Fomorian Painbringer Level 1 Beast Fey Aquatic 1 DDM Guild, /0 DDM Guild. Permission granted to print for personal use only.

4 Kalliroth, Githyanki Pirate Level 1 Githyanki (Unique) Kenku Warrior Defensive Mobility: + against opportunity attacks while moving. Surprise Onslaught: + Damage against undamaged enemies. Telekinetic Leap: Replaces move action: Move up to its current speed as though with Flight. Telekinetic Push: Use after hitting with a m attack: Push target of that attack up to 3 squares. 0 Mephistopheles, Lord of Cania Level 14 Devil Mastermind (Unique) 11 Resist 1 Necrotic, Resist 1 Poison Blindsight: Ignores Conceal, treats invisible creatures as visible. Combat Teleport: Replaces move action: Teleport up to squares. Vampiric Regeneration: Minor action, only while bloodied: Each living enemy and each living ally within squares takes damage, then this creature heals for each affected creature. MM-004 Lords of Madness. Page 4 of 4 Flock: +3 bonus instead of + against targets granting it combat advantage. F Champion Use before rolling initiative: Each Evil ally has + Damage with m and r attacks until end of round. Use when a Demon ally destroys an enemy: This creature and that ally each heal Shifty: Minor action: Shift 1 square. Stinkpot Ammunition: Replaces attack action: Roll d. On 11-, place a Stinkpot token in a square within squares. Each non-kobold creature has Attack while adjacent to that square. 11 Use before rolling initiative: Each ally has + Attack against enemies adjacent to a Kenku ally until end of round. Use before rolling initiative: Each ally has + bonus instead of + while flanking until end of round. Level Devil Mastermind (Unique) 1 First glue, now this? DDM Guild, /0 Mind Flayer Noble 4 Level 1 Mind Flayer Mastermind M Ranseur: (reach ) + vs. ; cold r Hellfire: (range ) + vs. Reflex; fire damage AND push target up to 3 squares. a Hellfire Pillar: (radius 1 within sight) + vs. Reflex; fire On miss, fire Hellfire Bombardment: Minor action: Choose up to squares adjacent to each other within line of sight. Those squares become pit terrain until end of round. Q as an attack action. F 1 M Dagger: + vs. ; r Sling: (range ) + vs. ; Champion Mephistopheles, Lord of Cania 3 Champion Use before rolling initiative: You roll 1 extra d when determining initiative this round. Use at end of round: If a non-champion enemy occupies one of your opponent s victory areas, you gain VP. 4 DDM Guild, a/0 Treachery: + Damage with r attacks against Champion enemies. Level 1 Kobold DDM Guild, /0 M Ranseur: (reach ) + vs. ; cold r Hellfire: (range ) + vs. Reflex; 1 fire damage AND push target up to 1 square. a Hellfire Barrage: (radius 1 within sight) + vs. Reflex; fire damage AND ongoing cold damage (save ends). 94 DDM Guild, /0 M Staff: + vs. ; 1 + necrotic damage AND Slowed. r Shadowbolt: (sight) +1 vs. Reflex; damage AND Dazed, or damage AND Stunned instead if target is Dazed. a Soul Leech: (radius within sight, living targets only) Automatic hit; necrotic 1 M Dagger: + vs ; damage c Hurricane Blast: (burst 1, enemies only) + vs. Reflex; damage AND push target up to 3 squares. a Murder of Crows: (radius 1, nearest) + vs. Fortitude; damage AND Dazed (save ends). Q when a Kenku ally is destroyed. Manshoon Kenku fight in dizzying flocks. DDM Guild, /0 0 4 DDM Guild, /0 Level Undead Arcane Zhent (Unique) Flock: +3 bonus instead of + against targets granting it combat advantage. Sneak Attack : + Damage against targets granting it combat advantage. Blaze of Instinct: Use when this creature is hit by an attack: That attack becomes a miss instead. Kobold Slinger M Dagger: +1 vs. ; + poison r Dagger: (range ) +1 vs. ; + poison Level Kenku Arcane M Silver Longsword: +1 vs. ; + psychic damage, ignore Insubstantial. m Swashbuckling Strike: Shift up to its current speed and make up to M attacks during that move. Q when this creature first becomes bloodied. Kenku Wing Mage Level Kenku M Tentacles: (reach ) + vs. Reflex; 1 c Mind Blank: (burst, enemies only) Automatic hit; psychic c Mind Blast: (blast 3) +1 vs. Will; psychic On miss, psychic a Mindwipe: Minor action: (radius within, enemies only) +1 vs. Will; Immobilized. Resist 1 Psychic Illithid Noble: (Aura ) Each Mind Flayer ally in aura has +4 Attack with c attacks. Each Aberrant ally in aura has + Damage with m attacks. 4 DDM Guild, b/0 4 DDM Guild, /0 DDM Guild. Permission granted to print for personal use only.

5 Minotaur Mangler Nalfeshnee Tyrant Level Minotaur Primal 1 3 Minotaur Resilience: Considered bloodied at one-third of its starting, instead of one-half. Thunderborn Wrath: Use after hitting with a m attack, if that attack caused target to become bloodied: Each adjacent enemy takes thunder 0 A mangler revels in carnage Foreign Mind: Not affected by Confused, Dazed, and Dominated effects. Thrall Shackle: (Aura 1) Each enemy in aura has 4 on saving throws. Domineering Position: Use at start of a Dominated enemy s turn: Slide that enemy up to 4 squares. 0 Champion 4 Foreign Mind: Not affected by Confused, Dazed, and Dominated effects. Use at start of turn: 1 Magical Beast ally within 3 squares makes a M attack as an immediate action. Use when an ally hits a bloodied enemy with an attack: +1 Damage on that attack DDM Guild, /0 DDM Guild, 33/0 DDM Guild, /0 Oni Night Haunter Orc Strongbow Orc Warchief Rime Hound Level 9 Orc F Power Shot: Replaces attack action: Make 1 Hobbling Shot attack with a range of nearest. If that attack hits, it has + Damage. Level 1 Beast Cold M Arrow Punch: +11 vs. ; r Hobbling Shot: (sight) +14 vs. ; 1 damage AND Speed (save ends). MM-004 Lords of Madness. Page of Deceptive Veil: Minor action: Invisible to enemies until end of round. Gaseous Form: Minor action: Has Insubstantial until end of round. Devour Soul: Use when this creature destroys a Dazed enemy with a m attack: This creature heals. DDM Guild, /0 Level Orc Martial M Morningstar: (reach ) +1 vs. ; 1 damage AND push target up to 1 square. r Haunting Presence: (range 3, Dazed target only) Automatic hit; c Hypnotic Breath: (blast, enemies only) + vs. Will; damage AND Dazed (save ends). For use with Lords of Madness: Orc Archer DDM Guild, 3/0 0 M Glaive of Terror: (reach ) +1 vs. ; + psychic r Poison Quarrel: (range ) +9 vs. ; poison damage AND target grants combat advantage (save ends, Poison). Mark of Gruumsh: Use after hitting with a m attack: Each Orc ally has +4 Attack with m attacks against target until end of round. Tribal Rush: Use after your set-up: Each Orc ally moves up to 4 squares. The last thing you want is to get skewered by an orc fletcher-crafted arrow. M Fangs of the Neogi: (reach ) +14 vs ; damage AND ongoing poison damage AND Slowed (save ends both). r Charm Bolt: (sight) +14 vs Will; this creature is invisible to target (save ends). Q at start of turn if no enemies are affected by Charm Bolt. c Mindshackle: (blast 3) +14 vs Will; psychic damage AND Confused. DDM Guild, /0 Level Giant M Scythe Claw: (reach 3) + vs. ; damage AND Dazed. r Enslaving Bolt: (sight) + vs. Will; slide target up to squares AND Dominated. Q when this creature takes damage from a m attack. a Larva Burst: (burst 3, enemies only) + vs. Fortitude; 1 damage AND ongoing damage (save ends). Monomaniac: Cannot move or shift while adjacent to a lower-level, non-bloodied enemy. Tyrant of the Abyss: Enemy Champions cannot use Champion powers while bloodied. Spur On: Replaces move action: Each adjacent Demon ally takes damage, then has + Damage with m attacks until end of round. Level Neogi M Claws: (reach 3) + vs. ; 4 r Black Lightning: (range 3) + vs. Reflex; + ongoing necrotic damage AND Slowed (save ends both). r Vile Glare: Minor action: (range ) + vs. Will; target cannot take attacks except M attacks (save ends). Q at start of turn if no enemies are affected by Vile Glare. Neogi Slaver Level Neogi Mastermind M Great Axe: +11 vs. ; + thunder m Mangling Strike: +11 vs. ; 1 damage AND if target became bloodied, target is also Slowed until end of battle. Neogi Great Old Master Level Demon M Bite: + vs. ; (reach ) + cold damage AND pull target up to 1 square. m Shred: (reach, bloodied target only) + vs. Fortitude; damage AND Immobilized. Q when this creature misses with this attack. Resist 1 Cold Ice Spikes: Whenever an adjacent enemy misses this creature with a m attack, that enemy takes 1 cold Frost Storm: (Aura 3) Each square in aura is difficult terrain for enemies. 0 Don t let the missing eye fool you. That one is clever. The rime hound takes its foes down with all the fury of an artic storm. DDM Guild, 3/0 DDM Guild, 3/0 DDM Guild. Permission granted to print for personal use only.

6 Roc Rot Grub Swarm Level 14 Beast 0 Though scant evidence exists to prove it, the enormous roc can be trained as a guardian. 0 Level Shadar-Kai Shadow M Infesting Bite: (reach 0) +1 vs. Fortitude; 1 ongoing damage (save ends). Shadar-Kai Warrior Level Undead M Talons: + vs. ; damage AND if target is smaller than this creature, push target up to 3 squares, then target takes damage for each square pushed. c Call of the Raptor: Minor action: (blast ) +1 vs. Fortitude; thunder damage AND Dazed. 0 Rot Harbinger Level Swarm Vermin Infest: Can enter and occupy spaces occupied by non-swarm enemies. Million Maggots: Never provokes opportunity attacks. Stable Footing: Ignores the extra cost for entering difficult terrain. Swarm: Takes half damage from m and r attacks. Swarm Attack: Use at start of an enemy s turn: If that enemy occupies a square this creature occupies, that enemy takes damage for each Swarm creature adjacent to it. Festering Necrosis: Replaces attack action: Each enemy taking ongoing necrotic damage is Weakened (save ends). F M Rotting Claw: + vs. Fortitude; damage AND ongoing necrotic damage (save ends). c Wave of Decay: (burst 3) + vs. Fortitude; damage AND Stunned. On miss, target is Dazed. Q when this creature first becomes bloodied. M Katar: +14 vs. ; damage AND repeat this attack against the same target (maximum per turn). Shadowmeld: Minor action, use only while adjacent to a wall: Invisible to non-adjacent enemies until this creature makes an attack. Q at start of turn if this creature occupies a victory area. Shadow Strike: Use after hitting with a M attack: Shift up to squares to a space not adjacent to the target of that attack. Orcus created these angels of decay in mockery of those sent to kill him. It is said that shadar-kai lurk around every corner in the dusk of Gloomwrought. 0 DDM Guild, 39/0 DDM Guild, /0 DDM Guild, 41/0 DDM Guild, 4/0 Shadar-Kai Witch Shardmind Dominator Skeleton Spell Weaver Level Shadar-Kai Arcane Shadow Level Shardmind Construct 0 M Blackfire Touch: +1 vs. Reflex; fire + necrotic r Shadowbind: (sight) + vs. Will; necrotic damage AND Blinded (save ends). Q when this creature uses Shadow Jaunt. Deep Shadow: (Aura ) Each ally in aura cannot be targeted by charges or r attacks. Shadowfire: (Aura ) Each enemy that starts a turn in aura takes necrotic Shadow Jaunt: Replaces move action: Teleport up to squares and is Insubstantial until start of its next turn. Q when this creature first becomes bloodied. Resist Psychic Regression: Use at start of an enemy s turn: If that enemy is taking ongoing psychic damage, slide that enemy up to 3 squares. MM-004 Lords of Madness. Page of 1 Reassembling Bones: Use when destroyed: This creature is not destroyed instead, then has and is Immobilized (save ends). Psychic energy given life. 1 The catacombs of Waterdeep hold a never-ending legion of walking dead. DDM Guild, 44/0 m Esoteric Touch: + vs. Reflex; damage AND push target up to squares. r Dimensional Ray: (nearest) + vs. Reflex; damage AND teleport target up to squares. Multitasking Brain: Not affected by Dazed or Stunned. Teleport: Replaces move action: Teleport up to squares. Champion Use before rolling initiative: Spend VP. If you do, walls do not block line of sight or line of effect until end of round. Use after this creature hits with an attack: Target of that attack takes 1 cold 4 DDM Guild, 4/0 M Scimitar: + vs. ; Level Immortal Arcane M Dagger: +11 vs. ; r Overwhelming Mind: (range ) + vs. Will; target makes a M attack as though Dominated. a Mind Swarm: (radius 1 within sight) +11 vs. Will; psychic damage AND ongoing psychic damage (save ends). Q when first becoming bloodied. DDM Guild, 43/0 Level 1 Undead 9 DDM Guild, 4/0 DDM Guild. Permission granted to print for personal use only.

7 Stone Giant Stormclaw Scorpion Level 1 Giant Earth Stoneskin: Minor action: This creature has Resist All until end of its next turn. Resist Lightning Skittering Assault: Can move after charging. Reactive Sting: Use when an enemy ends the effects of this creature s Claws attack: Make 1 Sting attack against that enemy as an immediate action. Oh, that arm? Lost that to a bloody big rock in the campaign against the giants. 1 Level 11 Thri-Kreen M Claws: +14 vs ; lightning damage AND Slowed (save ends). m Sting: (reach ) + vs. Fortitude; ongoing damage (save ends). Thri-Kreen Mantis Warrior Level Swordwing Aberrant M Club: (reach ) + vs. ; damage AND push target up to 1 square. r Hurl Rock: (nearest) +1 vs. Reflex; damage AND Stunned. Swordwing Level Beast Vermin M Armblade: +14 vs. ; Sudden Strike: Use when an adjacent enemy shifts: Make 1 M attack against that enemy as an immediate action. Vicious Opportunist: + Damage with m attacks during other creature s turns. 0 Don t ride the lightning. 1 Spasm: Use when an enemy moves out of an adjacent space: That enemy is Slowed until end of its turn. Q when this creature first becomes bloodied. 0 M Gythka: +1 vs. ; 1 + psychic m Mantis Leap: Use only while not bloodied: Move up to squares as with Flight, then make 1 M attack. r Chatchka: (range ) +1 vs. ; Typical? No, says, I. No typical collection includes victims hearts. Kalliroth, Githyanki Pirate Thri-kreen have adapted perfectly to the harsh conditions of Athas, in body and in mind. 41 DDM Guild, 4/0 DDM Guild, 4/0 DDM Guild, 49/0 DDM Guild, 0/0 Trapped Chest Trebuchet Trihorn Behemoth Water Archon Shoal Reaver Level 1 Object Level Object Delayed Appearance: Does not start on the battle map during your set-up. Object: Does not score VP for occupying one of your victory areas; immune to attacks which target Will. Trapped Chest: When this creature is destroyed by an enemy, roll + vs. on each enemy and ally within 3 squares. On hit, 1 On miss, Stationary: Cannot move; not affected by forced-movement effects. Unfound Treasure: You score VP at the end of each round while this creature is in play. Search: Use at end of round: If an ally occupies one of your victory areas, place Trapped Chest in a space adjacent to that victory area. Object: Does not score VP for occupying one of your victory areas; immune to attacks which target Will. Siege Engine: Treats walls and terrain that blocks line of sight as clear terrain. Can occupy squares containing wall terrain. Stationary: Cannot move; not affected by forced-movement effects. DDM Guild, 1/0 MM-004 Lords of Madness. Page of r Hurled Stone: (sight, target further than squares distant only, does not provoke opportunity attacks) + vs. ; 0 Q as an attack action. a Flaming Pitch: Use only while not bloodied: (radius within ) + vs. Reflex; AND ongoing fire damage (save ends). Q when this creature is hit by a non-m attack. M Gore: (reach ) +1 vs. ; Breathing Room: +1 Damage with m attacks against targets not adjacent to a wall. Halfling Houdah: Can have up to non-mounted Halfling creatures as riders. Protective Crest: This creature s rider has +4 and +4 Reflex. War Beast: + Damage with M attacks for each rider on this creature. M Trident: + vs. ; 1 damage AND target has until start of its next turn. r Water Harpoon: (range ) + vs. ; damage AND pull target to an adjacent space. c Whirlpool of Tines: (blast 3) + vs. ; 1 On miss, Immune Poison; Vulnerable Cold Water Walk: Whenever this creature starts its turn occupying river terrain, it has +3 Speed until end of turn. On the plains of Eberron, the savage halflings aren t all you need worry about. 141 DDM Guild, /0 Level Elemental Aquatic Level Beast Shoal reavers have a well-earned reputation as ruthless pirates of the astral sea. 4 DDM Guild, 3/0 1 DDM Guild, 4/0 DDM Guild. Permission granted to print for personal use only.

8 Will-o -Wisp Yeenoghu Level Fey Level 14 Demon Gnoll (Unique) F 4 Insubstantial Delayed Appearance: Starts off the battle map during your set-up. Blink Out: Whenever this creature takes damage from an attack, remove it from the battle map after resolving that attack. Illuminate: Whenever this creature is not on the battle map at the start of a round, place it in any square no closer than squares from any enemy. 9 4 Use after an ally causes an enemy to first become bloodied: 1 ally adjacent to that enemy makes 1 M attack as an immediate action. Use before rolling initiative: Each Gnoll or Beast ally not adjacent to an enemy shifts up to its current speed (must end in a space adjacent to an enemy). Zhent Champion Level Human Martial Zhent Bane Zhent Mark: Use after this creature hits an enemy with a m attack: Until start of this creature s next turn, each Zhent ally and each Bane ally has + Damage against that enemy The Black Network uses highly skilled cavalry to terrorize villages in the remote edges of the Dalelands. MM-004 Lords of Madness. Page of 1 Level Dragon Elemental Champion Use before rolling initiative: Each Zhent ally shifts up to 3 squares as an immediate action. Use when a Martial ally within squares first becomes bloodied: That ally heals 1. Fetid Cloud: (Aura 1) Each enemy that starts a turn in aura is Slowed until end of turn. Hyena Lord: Gnoll and Beast allies deal triple damage instead of double damage on a critical hit. F Champion Use before rolling initiative: Each bloodied enemy is Weakened until end of round. Use when an ally misses a non-bloodied enemy with a M attack: That ally repeats that attack twice against the same target as an immediate action. M Bite: (reach ) + vs. ; 1 damage AND ongoing fire damage (save ends). c Lava Vent: (burst ) +1 vs. Reflex; fire damage + fire damage for each Lava Vent counter on this creature (maximum + fire damage). Hit or miss, after all attacks are resolved, remove all Lava Vent counters from this creature. Noxious Fumes: (Aura 1) Each enemy that starts a turn in aura takes poison Growing Heat: Replaces attack action: Put 1 Lava Vent counter on this creature. When you smell sulfur, it s too late. Lords of Madness Level Human Martial Zhent 1 1 DDM Guild, /0 Zhent Soldier Design: Kevin Tatroe (Lead), D. Garry Stupack. Development: D. Garry Stupack (Lead), Kevin Tatroe. Graphic Designers: Joel Broveleit, Kevin Tatroe. Special Thanks: DDM Guild s Supporters; Kierin Chase and Peter Lee at Wizards of the Coast. M Longsword: +11 vs. ; r Crossbow: (nearest) +9 vs. ; Q as a move action. Zhent Mark: Use after this creature hits an enemy with a m attack: Until start of this creature s next turn, each Zhent ally and each Bane ally has + Damage against that enemy. 4 Zhent Mark: Use after this creature hits an enemy with a m attack: Until start of this creature s next turn, each Zhent ally and each Bane ally has + Damage against that enemy. Not bright, no, but still dangerous when properly led DDM Guild, 9/0 DDM Guild, a/0 M Greatsword: +14 vs. ; r Crossbow of Speed: (nearest) + vs. ; DDM Guild, /0 M Slashing Sword: +11 vs. ; 1 r Light Crossbow: (nearest) +9 vs. ; Q as a move action. Young Volcanic Dragon M Triple Flail: (reach ) + vs. ; 4 damage AND Dazed (save ends). m Hyena s Fury: Make 3 attacks, each against a different enemy: (reach ) + vs. ; Zhent Cavalry Level Human Mounted Zhent Champion DDM Guild, b/0 Level Demon Gnoll (Unique) Pack Fury: + Damage with m attacks for each Gnoll or Beast ally adjacent to target. Yeenoghu M Triple Flail: (reach ) +1 vs. ; damage AND Immobilized. a Crushing Grasp: (radius within sight, enemies only) + vs. Reflex; damage AND push target up to squares. DDM Guild, /0 M Spirit Drain: +9 vs. Fortitude; 1 radiant damage AND Weakened. r Luring Glow: (sight) +11 vs. Will; psychic damage AND pull target up to its current speed. Dungeons & Dragons, D&D, D&D Miniatures, Wizards of the Coast are trademarks of Wizards of the Coast, Inc. and used under license. All Wizards character names, and the distinct likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. DDM Guild and Wizards of the Coast. This DDM Guild product contains no Open Game Content. 1 These cards are current as of September,. DDM Guild, 0/0 DDM Guild. Permission granted to print for personal use only.

LEVEL 17. Good Angel Planar Unique Flight Delayed Appearance: This creature must start the battle off the battle map. AC 28 SPEED 6 HP 95 2/60

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