LEVEL 15 AC 28. ABILITIES Evil Devil Cold Immune Cold, Poison Blindsight: Ignores Conceal; treats invisible creatures as visible.
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1 SHOCKTROOP DEVIL 1 VORIOUS ICE DEVIL DEATRIEST OF ORCUS DEGENERATE CULTIST OF ORCUS F 0 ATTK TIONS m Longsword: + vs ; M Shield Bash: + vs (Fort); 10 AND Dazed AND Followup Followup: +1 vs ; Evil Devil Pursue: Can shift immediately after making an opportunity attack. At the forefront of the legions of the Nine Hells, shocktroop devils surge onto the battlefield like a blast of hellfire. 1 ATTK TIONS m Spear: +2 vs ; + 10 cold AND Slowed C Cone of Cold: (large cone) + vs (Ref ); 2 cold AND Immobilized A Ice Storm: (range, radius ) + vs ; cold AND Slowed Evil Devil Cold Immune Cold, Poison Blindsight: Ignores Conceal; treats invisible creatures as visible. Unholy Cold Aura: Whenever an adjacent Slowed or Immobilized enemy activates, it takes 10 cold ATTK TIONS m Skull Mace: + vs ; + 10 necrotic C Censer Whirl: (burst 1) +1 vs (Ref ); necrotic A Visage of Orcus: (sight, radius 1) +1 vs (Will): cold + necrotic AND Immobilized Evil Cleric Orcus Resist 10 Necrotic Bulwark of Orcus: Adjacent Demon, Undead, and Orcus allies have +2 and +2. CHAMPION 2 During your turn, you can activate an additional Undead creature. Use after a Demon or Undead ally is damaged but not destroyed by an attack. That ally heals. 1 1 ATTK TIONS m Mace: + vs ; 10 + necrotic M Crushing Smite: + vs ; necrotic C Demonic Battle Cry: (burst 2) + vs (Will); 10 necrotic AND Staggered (save ends) Evil Orcus Resist 10 Necrotic Desperation of the Abyss: Once Bloodied, this creature can make an extra m attack whenever it takes an attack action. Within the cults of Orcus, degenerate is practically a term of respect. 0 Wizards 1/0 0 Wizards 2/0 0 Wizards /0 0 Wizards /0 1 GNAW DEMON 2 EFREETI FLAMESTRIDER 1 VISCERAL DEVOURER 1 DORESAIN, THE GHOUL KING 1 ATTK TIONS m Bite: +10 vs ; M Devour: Bloodied target only, + vs ; 2 Evil Demon 1 2 ATTK TIONS m Scimitar: + vs ; + 10 fire R Fiery Grasp: (sight) +1 vs (Ref ); fire AND ongoing 10 fire AND Immobilized (save ends) Evil Elemental Fire Resist 10 Fire ATTK TIONS m Claw: + vs ; M Hungry Viscera: + vs (Fort); 10 AND Immobilized; RECHARGE if no enemies are adjacent at end of this creature s turn Evil Shadow Undead Vulnerable 10 Radiant ATTK TIONS m Toothlust: +22 vs ; necrotic AND ongoing 10 necrotic (save ends) M Bite: Slowed target only, + vs (Ref ); + necrotic AND Helpless (save ends) C Cloak of Mouths: (burst ) +2 vs ; 2 necrotic AND Slowed (save ends) Evil Undead Orcus Unique. Immune Poison; Resist Necrotic, 10 Radiant F Ankle Biter: Each enemy that starts its turn adjacent has 2 Speed. Dinner s On: As a move action, place this creature up to 10 squares away in line of sight and adjacent to a Bloodied enemy. The Abyss is always hungry. Fiery Teleport: As a move action, place this creature in a clear space in line of sight and adjacent to any Fire creature or any creature taking ongoing fire. CHAMPION 2 Use when any creature hits with an attack. That attack s damage becomes fire. Use at start of round. This round, all attacks that deal fire damage deal + fire. Devour Viscera: Each Immobilized creature that starts its turn adjacent takes 10. Exoskeleton: Takes 10 from M and R attacks until end of this creature s next turn. A mass murderer or worse in life, in death a visceral devourer continues its vile rampage. 1 Dead Lord: Each Undead ally that begins its turn within squares heals 10. Teleport: As a move action, place up to squares away in line of sight; RECHARGE when first Bloodied. CHAMPION Use at end of round. All Undead creatures in your warband can immediately shift. Use when an enemy becomes Bloodied. That enemy takes. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards /0
2 1 THUNDERBLAST CYCLONE 0 YUAN-TI ANATHEMA ELDER RED DRAGON 10 FIRE TITAN F 0 ATTK TIONS m Thunderclap: +2 vs (Fort); 0 thunder C Lightning Bolt: (line 10) + vs (Ref ); lightning, 10 lightning on miss A Lightning Storm: (sight, radius ) + vs (Ref ); lightning ; RECHARGE when first Bloodied Evil Elemental + (Ref ) Resist Lightning, Thunder The Elemental Chaos is an unending storm of raw creation and destruction. The thunderblast cyclone is the embodiment of that power. 0 ATTK TIONS m Venom Bite: +22 vs (Fort); AND ongoing poison (save ends) C Hundreds of Snakes: (adjacent enemies) + vs (Fort); ongoing 0 poison (save ends) Evil Yuan-Ti Immune Immobilized, Slowed, Stunned; Snake Form: Can move through enemies. Stable Footing: Moves normally through difficult terrain. CHAMPION 1 Use at end of round. 2 to each creature taking ongoing poison. Use when a Yuan-Ti creature within 10 squares is destroyed. This champion heals F 22 ATTK TIONS m Fiery Bite: + vs ; 2 + fire C Fiery Breath: (large cone) +22 vs (Ref ); fire, fire on miss; RECHARGE when first Bloodied C Frightful Presence: (creatures within ) +2 vs (Will); Stunned AND Attack against this creature until it is hit by an attack Dragon. + (Fort) Resist Fire; Warding Strike: When a flanking enemy attacks this creature, make an immediate m attack against it. CHAMPION 2 Use at start of round. All creatures have + Attack against Bloodied targets this round. Use at start of round. The player whose warband destroys the highest-cost enemy this round scores +0 VP. 1 ATTK TIONS m Greatsword: +2 vs ; 0 fire C Burning Wave: (creatures within ) +2 vs (Ref ); 0 fire AND Immobilized AND target loses until end of its next turn R Hurl Lava: (nearest) +2 vs (Ref ); 2 fire AND ongoing 10 fire AND Immobilized Giant Fire Resist Fire Primal Flame: Use at start of this creature s turn. An adjacent creature loses Resist Fire and Immune Fire until the end of its next turn; RE- CHARGE when this creature destroys an enemy. 0 Wizards /0 0 Wizards 10/0 0 Wizards /0 0 Wizards /0 ARMORED GUULVORG BUGBEAR LANCEBREAKER DRAGONBORN ENDER DRAGONBORN MYRMIDON 2 1 ATTK TIONS m Bite: + vs ; M Tail Strike: +1 vs (Ref ); AND make a m attack against a different target Beast Immune Cold; Resist Fire Blindsight: Ignores Conceal; treats invisible creatures as visible. (Tail Strike only) Boiling Blood: Immediate, whenever an adjacent enemy damages this creature with a M attack; + vs (Ref ); 10 fire to that enemy 0 ATTK TIONS m Hammer: + vs ; Goblin Bugbear Solid Footing: Not subject to push, pull, or slide effects of enemies. Bar the Way: Whenever this creature hits with an opportunity attack, the target is Immobilized. Lancebreaker: +2 and +2 M Attack against Mounted targets. A line of bugbear lancebreakers is a living wall. Nobody passes until the line breaks. 2 0 ATTK TIONS m Longsword: + vs ; M Bloodfury: Make a m attack against each adjacent Bloodied enemy. C Dragon Breath: (line ) + vs (Ref ); fire, 10 fire on miss Dragonborn Fighter + (Fort) Unbreakable: 10 on 1 M attack against this creature; RECHARGE when hit by a C or A attack. The dragonborn are proud and honorable in battle, keeping alive the ideals of their long-fallen empire. 0 ATTK TIONS m Halberd: +1 vs ; C Dragon Breath: (small cone) +1 vs (Ref ); 2 cold, 10 cold on miss M Hammer and Anvil: +1 vs ; AND an ally adjacent to the target can immediately make a m attack against it Dragonborn Warlord Dragonborn Fury: Once Bloodied, this creature s M attacks have +2 Attack and +. Launch: and Speed F until end of turn. 0 Wizards /0 0 Wizards 1/0 0 Wizards /0 0 Wizards 1/0
3 DWARF WARSWORD FEYBOUND HALFLING FIRE GIANT RAIDER FIST OF MORADIN 0 ATTK TIONS m Longsword: +1 vs ; 2 Dwarf Fighter + (Fort) Bloodthirsty: + to Bloodied targets. Defender: Whenever an adjacent enemy makes a M attack against a target other than this creature, this creature can make an immediate m attack against that enemy before resolving the enemy attack. Grudge Fighter: +10 to any enemy that has damaged this creature. 2 0 ATTK TIONS m Mace: +1 vs ; R Bewitching Blast: (range 10) + vs (Will); AND push target 1 square C Otherwind Stride: (burst 1) + vs (Ref ); ; hit or miss, place this creature up to squares away in line of sight after resolving the attack Halfling Warlock He heeds the call of the Feywild, and he pays his debts in the currency of the spirit ATTK TIONS m Greatsword: +2 vs ; 2 R Iron Javelin: (range 10, nearest) +22 vs ; 2 AND Slowed (save ends) M Sweeping Sword: 2 different Medium or smaller targets, + vs ; 2 each Giant Fire + (Fort) Resist 0 Fire Eyes On Me: Make an opportunity attack against any enemy within Reach that shifts or attacks a creature other than this creature. ATTK TIONS m Mace: + vs ; 10 AND this creature has +2 against any target it hits until end of this creature s next turn M Smite Unbeliever: + vs ;, 10 on miss; RECHARGE when an adjacent ally is hit by a M attack Dwarf Cleric Aura of Protection: Allies within squares have +1 and +1. He carries in his heart the ancient might of the mountains. Like his god, he is a protector of his chosen people. 0 Wizards 1/0 0 Wizards 1/0 0 Wizards /0 0 Wizards /0 GOBLIN RUNNER HOBGOBLIN GUARD MIGHTY BLADEMASTER SKULLCLEAVE WARRIOR 1 ATTK TIONS m Spear: + vs ; 10 R Thrown Spear: (range, nearest) + vs ; 10 ATTK TIONS m Heavy Spear: +10 vs ; 10 ATTK TIONS m Greatsword: +1 vs ; 0 M Sweeping Blow: Attack up to 2 targets once, +1 vs ; 0 each 10 ATTK TIONS m Battleaxe: +1 vs ; M Great Cleave: +1 vs ; 0 AND all enemies adjacent to target take 1 Goblin Quick-Footed: + against opportunity attacks. Goblin Hobgoblin Phalanx Fighting: +2 while adjacent to an ally. Human Fighter 22 Human Fighter Burst of Speed +: Speed + until end of this creature s turn. Goblin Tactics: Whenever a M attack misses this creature, it can immediately shift. Like wasps, they re fast and twitchy, and they pack a nasty sting. 0 Jockey for Position: Whenever this creature hits with an opportunity attack, it can immediately shift. Their battle tactics mix discipline with a knack for improvisation. 0 Defender: Whenever an adjacent enemy makes a M attack against a target other than this creature, this creature can make an immediate m attack against that enemy before resolving the enemy attack. 0 Skullcleaver: Immediately after scoring a critical hit, this creature can make a m attack against another adjacent target. Unavoidable Strike: This creature s next m attack is a critical hit. 0 Wizards /0 0 Wizards 22/0 0 Wizards /0 0 Wizards 2/0
4 TIEFLING GLADIATOR FIRE BAT ORC ZOMBIE 10 PLAGUECHANGED GHOUL 22 ATTK TIONS m Longsword: + vs ; M Spinning Strike: +1 vs (Ref ); AND this creature switches positions with target if Medium or smaller Tiefling Fighter + (Fort) Resist Fire Angry Reply: Use at start of turn; self; end all conditions and ongoing effects AND heal, then take a free attack action; RECHARGE if that attack destroys the target. Cloying Darkness: Cover against all attacks until start of this creature s next turn. 1 F ATTK TIONS m Fiery Touch: + vs (Ref ); 10 fire M Fiery Swoop: Move up to squares and make a m attack once against each enemy whose space this creature enters this turn Elemental Fire Resist 10 Fire When it lights up a cavern, you ll pray for the dark. 2 0 ATTK TIONS m Slam: + vs ; Undead Vulnerable 10 Radiant Massive : If this creature takes or more from a single M attack, it is destroyed. Zombie Grab: A Medium or smaller enemy is Immobilized while adjacent to 2 or more of this creature s allies with Zombie Grab. Bereft of higher thought, higher purpose, or anything resembling mercy ATTK TIONS m Claw: + vs ; 10 M Consume: + vs (Ref ); 10 AND this creature heals 10 Undead Gut Maw: Immediately after an enemy misses it with a M attack, this creature can make a Consume attack against that enemy. The Spellplague was the blue fire that came when the Weave failed. Some things it consumed, leaving nothing behind. Other things it ate, then spit back... changed. 0 Wizards 2/0 0 Wizards /0 0 Wizards 2/0 0 Wizards 2/0 1 SHADOW HULK XORN RAVAGER CAVE BEAR 1 COCKATRICE ATTK TIONS m Claw: +22 vs ; 2 R Confusing Gaze: (range ) + vs (Will); Confused Magical Beast Burrow 2 ATTK TIONS m Claw: +1 vs ; M Earthy Maw: (Bloodied target within squares) + vs (Ref ); 0 ; if this attack destroys the target, place this creature in a square that was in target s space, otherwise in a square adjacent to target M Undermine: Use only with Burrow; this creature moves up to its Speed and makes a single attack against each enemy without whose space it enters this turn, + vs (Fort); Stunned 1 1 ATTK TIONS m Claw: + vs ; Maul: + vs ; 0 AND Dazed; RECHARGE when first Bloodied Beast ATTK TIONS m Gore: +10 vs ; 10 AND Slowed (save ends). If target is already Slowed, it is Immobilized instead. If it is already Immobilized, it is Petrified instead. Beast 1 Prey on the Weak-Minded: Whenever a Confused creature activates within its Reach, this creature can make a m attack against it. Attack! before... Wait who are you guys? Brindi the Bold, last words 0 Aberrant Earth Burrow + (Fort) All-Around Vision: Enemies flanking this creature do not have combat advantage against it. Those who dare disturb the bear are now just bones littering its lair. F Petrified: Affected creature is Immobilized and can take no actions. Part serpent and part bird, the cockatrice prefers to dine on stone. 0 Wizards /0 0 Wizards 0/0 0 Wizards /0 0 Wizards /0
5 1 EARTH TITAN FLAMESCORCHED KOBOLD 2 FURIOUS OWLBEAR GALEB DUHR ATTK TIONS m Pummel: + vs ; 0 R Hurl Earth: (range ) +1 vs (Ref ); AND Staggered (save ends) C Earth Shock: (burst 2) +1 vs (Fort); AND Stunned (save ends), 10 only on miss Elemental Giant Earth + (Fort) Dual Strike: Make 2 m attacks against an enemy that grants this creature combat advantage. The inexorable might of the earth personified, it s only slightly smarter than the dirt it s made of. 1 1 ATTK TIONS m Short Sword: + vs ; 10 M Twin Strike: Make 2 m attacks. Kobold + (Fort) Evasive: Takes half from C and A effects. Shifty: Once per turn, on its turn, this creature can immediately shift. Combustible: Scores only half VP if destroyed by a C or A effect. Mob Attack: + M while target is adjacent to 2 or more allies with Mob Attack. 1 ATTK TIONS m Claw: + vs ; C Stunning Screech: (adjacent creatures) + vs (Fort); Stunned; can use immediately when first Bloodied Beast + (Fort) Enrage: + with M attacks while Bloodied. When isn t an owlbear furious? 2 0 ATTK TIONS m Fist: +1 vs ; M Rolling Thunder: Move exactly squares and then attack adjacent target, +1 vs ; 0 AND push target 2 squares; RECHARGE when no creatures are adjacent to this creature at start of its turn Elemental Earth Burrow Tremorsense: Creatures without do not benefit from Conceal against this creature and do not count as invisible to it. Stone Transformation: Resist 0 All until start of this creature s next turn. That s how I roll. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards /0 1 LIZARDFOLK RAIDER SHIFTER CLAW ADEPT 101 STORM GIANT THUNDERER ANGEL OF RETRIBUTION 1 1 ATTK TIONS m Warhammer: +10 vs ; 10 M Swampland Vengeance: +10 vs ; AND Staggered Lizardfolk Experienced Raider: The first time this creature enters difficult terrain during its turn, roll 1d. +: It moves normally through difficult terrain until end of turn. Hammer and Shift: Whenever this creature hits with a M attack, it can immediately shift. ATTK TIONS m Claw: +1 vs ; M Claw Frenzy: +1 vs ; 10 AND immediately make this attack again, same target, until it misses M Spring Attack: This creature moves up to its Speed and makes a m attack at any time during its move; RECHARGE when no enemy is adjacent at start of this creature s turn Humanoid Shifter + (Ref ) Defensive Mobility: + against opportunity attacks while moving. Skirmish: + if this creature moves 2 or more squares before making a M attack. 1 F 1 ATTK TIONS m Giant Maul: + vs ; + 10 lightning C Howling Winds: (Large or smaller targets within ); + vs (Ref ); AND push target squares R Thunderbolt: (range 10, nearest) + vs (Ref ); 2 thunder AND push target 1 square Giant Thunder Resist 2 Lightning, Thunder; Storm Fury: + and + (Ref ) against R attacks; all squares within 2 count as difficult terrain until start of this creature s next turn. Does not affect Giant or Thunder creatures. 2 F 0 ATTK TIONS m Shard Sword: +1 vs ; cold ; reroll once on miss M Retributive Sword: Use only against an enemy that has attacked this creature; +1 vs ; 2 ; RECHARGE if this attack hits Angel Immune Fear; Resist Cold Awesome Presence: (Fear) Enemies have 2 M Attack against this creature until it is Bloodied. R Mark of Retribution: (sight) Use at start of this creature s turn against an enemy that has already attacked this round; slide target squares. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards /0
6 CAPTAIN OF THE WATCH 2 CHAIN GOLEM CLOAKTRICK ROGUE HALF-ELF ASSASSIN 2 ATTK TIONS m Longsword: + vs ; Human Fighter Disarm: Use after this creature s m attack hits; target deals M until end of its next turn. Pin Down: Can make opportunity attacks against adjacent enemies that shift. CHAMPION 1 Use when an enemy shifts. One ally adjacent to that enemy makes an opportunity attack against it. Use at start of your turn. Allies have +2 Speed until start of your next turn ATTK TIONS m Shackle Strike: + vs ; 2 AND Immobilized M Chain Bind: + vs (Fort); AND Entrapped (see below); RECHARGE when this attack misses or an Entrapped creature successfully saves Animate + (Fort) Stable Footing: Moves normally through difficult terrain. Entangling Chains: Each adjacent enemy cannot move on its turn unless it first hits this creature with an attack. Entrapped: Remove target from the battle map. At start of target s turn, it takes (save ends). On a successful save, target returns to play adjacent to this creature and can act normally. 2 0 ATTK TIONS m Short Sword: +1 vs ; M Deceptive Strike: +1 vs ; 2 AND push target 1 square; RECHARGE when this creature misses with a M attack Human Rogue Defensive Mobility: + against opportunity attacks while moving. Quick Step 2: Can shift up to 2 squares. Bloodthirsty: + to Bloodied targets. Sneak Attack 10: +10 whenever this creature has combat advantage against target. ATTK TIONS m Dagger: +10 vs ; 10 M Blood-Tempered Thrust: Use only against a target this creature has damaged, + vs ; M Streetwise: Use only when this creature has combat advantage against target; 2 attacks against that target, + vs ; each Half-Elf Rogue Quick Step 2: Can shift up to 2 squares. He wields daggers with a surgeon s skill and a child s glee. 0 Wizards 1/0 0 Wizards 2/0 0 Wizards /0 0 Wizards /0 ELADRIN PYROMANCER GOLDEN WYVERN INITIATE TOMEBOUND ARCANIST 1 BLAZING SKELETON 2 ATTK TIONS m Dagger: + vs ; 10 A Fireball: (sight, radius 2) + vs (Ref ); 2 fire, fire on miss; RECHARGE when this creature takes fire damage A Fireblast: (range 10, radius 1); + vs (Ref ); fire Eladrin Wizard Razor Barrier: Use at start of this creature s turn; until this creature moves on its turn, each enemy that makes a M attack against it takes 10. ATTK TIONS m Dragon Quarterstaff: + vs ; + cold A Fireblast: (range 10, radius 1) + vs (Ref ); fire A Ice Storm: (range 10, radius ) + vs (Ref ); 2 cold AND Slowed; half only on miss C Icy Exhalation: (large cone) + vs (Ref ); cold Human + (Will) Golden Wyvern: When using a C or A effect, this creature can choose to ignore 1 creature in that effect s area. 2 ATTK TIONS m Dagger: +1 vs ; 10 A Confusion: (sight, radius 2) +1 vs (Will); psychic AND Confused A Rune of Terror: (nearest, radius 1) +1 vs (Will); 2 AND 2 until end of target s next turn Half-Elf Wizard + (Will) The secrets of the universe are mine for the taking since someone had the foresight to write them down. 1 ATTK TIONS m Blazing Claw: + vs ; 10 + fire R Thrown Flame: (range ) + vs (Ref ); fire Undead Fire Immune Fire Vulnerable Radiant Fiery Riposte: When a M attack misses this creature, the attacker takes fire. It burns for you. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards /0
7 1 BONECLAW IMPALER 1 DEATH TITAN LURKING WRAITH YOUNG ADAMANTINE DRAGON 1 ATTK TIONS m Claw: + vs ; Shadow Undead Resist Necrotic Radiant Weakness: Loses until end of this creature s next turn. M Immobilizing Claw: Use only when making an opportunity attack; + vs ; 0 AND Immobilized (save ends) C Necrotic Pulse: Use when first Bloodied; Undead allies within squares heal, other creatures take 10 necrotic. Threatening Reach: Can make opportunity attacks against enemies within Reach ATTK TIONS m Greataxe: +2 vs ; + necrotic R Hurl Blight: (nearest) +2 vs (Fort); necrotic M Sweeping Axe: 2 targets, + vs ; + necrotic each, + additional necrotic to Bloodied targets Shadow Giant + (Fort) Resist Necrotic Steal Soul: Whenever it eliminates an enemy, this creature heals 0. F ATTK TIONS m Necrotic Touch: + vs (Ref ); necrotic AND Enervated Shadow Undead Insubstantial: Half from all attacks except criticals. Phasing: Can move through walls, blocking terrain, and enemies. Resist Necrotic; Vulnerable 10 Radiant Strike from the Shadows: + necrotic M if target did not have line of sight to this creature at start of this creature s turn. 2 F ATTK TIONS m Adamantine Jaws: + vs ; C Thundering Breath: (large cone) + vs (Fort); thunder AND 2 until end of battle; RECHARGE when first Bloodied Dragon Thundershock: If this creature is not Bloodied when it activates after the turn it used its Breath Weapon, all creatures within squares take 10 thunder. CHAMPION 1 Use to force opponent to reroll an attack roll. Use when a creature in your warband scores a critical. That creature can make a m attack immediately after resolving the critical. 0 Wizards /0 0 Wizards 0/0 0 Wizards 1/0 0 Wizards 2/0 BLKROOT TREANT 2 ENORMOUS CARRION CRAWLER HELLWASP OCHRE JELLY 1 ATTK TIONS m Slam: +2 vs ; 2 AND ongoing 10 necrotic C Deathblood: Up to 2 Undead allies within squares heal 0 ; RECHARGE when a living creature within squares is eliminated Fey Plant Undead Resist Necrotic Vulnerable 10 Fire, Radiant Forestwalk: Moves normally through forest terrain. Snatching Branches: Can make opportunity attacks against creatures with. Undead Carry: Use during an Undead ally s turn; that ally ignores movement penalties and does not provoke opportunity attacks while moving through this creature s space ATTK TIONS m Bite: +22 vs ; 2 M Tentacle Slap: + vs (Fort); poison AND Helpless (save ends) Aberrant Beast Scavenge: On this creature s turn, as an attack action, it can make a m attack against each Helpless enemy within Reach. Where food is plentiful, carrion crawlers can grow to tremendous size. 1 1 F ATTK TIONS m Sting: + vs ; 10 Beast Vermin + (Ref ) Drone: Adjacent enemies can t make opportunity attacks. Hellborn: + to Good targets. Some say a hellwasp s sting is as painful as a journey through the Nine Hells. Clearly they ain t been there! Borgald Marrson, retired adventurer ATTK TIONS m Pseudopod: + vs ; acid M Envelop: + vs (Ref ), provokes opportunity attack from target; acid AND ongoing 10 acid Ooze Resist Acid Split: Use once Bloodied; place a creature named Ochre Jelly adjacent to this creature. The new creature has full and no uses remaining of Split but can recharge that special power as normal. RECHARGE when an adjacent Ooze creature is destroyed by a M or R attack. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards /0
8 RAVENOUS DIRE RAT 102 ROPER 0 ELDER WHITE DRAGON ELF ARCANE ARCHER 1 1 ATTK TIONS m Bite: + vs ; Beast Rat Agility: Whenever this creature hits with a M attack, it can immediately shift. Bloodthirsty: + to Bloodied targets. Rats are sacred to Torog, the King That Crawls. Their presence signifies plague, decay, and collapse in decadent cities ATTK TIONS m Bite: + vs ; M Tentacles: (2 targets within ) +1 vs (Fort); 10 AND Enervated R Reel In: (range 10) +1 vs (Fort); AND pull target squares Aberrant Feed: Replaces attack action: Make any attack and a m attack. Lashing Tentacles: Immediate, when first Bloodied; make 2 Tentacles attacks. Opportunity : Can make opportunity attacks against targets within 2 squares. 1 F 10 ATTK TIONS m Bite: +22 vs ; 0 C Frost Breath: (large cone) + vs (Ref ); cold, cold on miss; RECHARGE when first Bloodied M Predator s Claw: Smaller target only, +22 vs ; 0 AND pull target to adjacent square AND Immobilized (save ends); RECHARGE on miss or when target successfully saves Dragon. Resist 0 Cold; Freezing Body: 10 cold to each creature that starts its turn adjacent. Frigid Fury: Additional +0 cold on a critical. CHAMPION 1 Use when any creature takes cold damage. That creature is Immobilized until end of round. Use when this is your only champion and you win initiative. Score 0 VP. 2 2 ATTK TIONS m Short Sword: +1 vs ; R Longbow: (sight) +1 vs ; C Steel Rain: (large cone) + vs (Ref ); 2 Elf Ranger Phase Arrow: Use only with Longbow attack; ignores terrain that blocks line of sight; RECHARGE at end of this creature s turn if it did not attack that turn. That rampart won t save you. Any of you. 0 Wizards /0 0 Wizards /0 0 Wizards /0 0 Wizards 0/0
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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