Wardrums

Arcane Ballista

48pts

R

Wardrums #1/60

Level
(Save)
8

MELEE ATTACK

RANGED ATTACK
+16 (25 magic)

TYPE
Large Construct

SPECIAL ABILITIES:
Fearless;
Flaming Bolt [] (Ranged damage +10 fire);
Freezing Bolt [] (Ranged damage +10 cold);
Lightning Sphere [] (Replaces turn: sight;
radius 2;
20 electricity damage;
DC 17);
Large Target Bonus (Attack +4 and damage +10 against Large or larger enemies);
No Reach (Can't make attacks of opportunity);
Slow Ranged Attack (Can't make a ranged attack and move in the same turn);
Spellcaster Crew (Can attack only if an allied spellcaster is adjacent)

SPEED
4
AC
18
Hit Points
65
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Arcanix Guard

9pts

C

Wardrums #2/60

Level
(Save)
4

MELEE ATTACK
+8 (10 magic)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Smite the Resistant +10 (Melee damage +10 against enemies with Spell Resistance or Spell Resistance All)

SPEED
4
AC
18
Hit Points
35
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Aspect of Moradin

93pts

R

Wardrums #3/60

Level
(Save)
10

MELEE ATTACK
+15/+10 (20 magic)

RANGED ATTACK
+12, range 6 (20 magic)

TYPE
Large Outsider - Dwarf

SPECIAL ABILITIES:
Cleave;
Giant Bane (Melee attack +2 and melee damage +10 against Giant enemies);
Melee Reach 2;
Stone Lord 5 (Melee damage +5 against an enemy in a square bordered by a wall)

COMMAND: 4

COMMANDER EFFECT:
Dwarf followers gain Stone Lord 5 (Melee damage +5 against an enemy in a square bordered by a wall).

SPEED
6
AC
23
Hit Points
130
Buy this mini:

Aspect of Moradin

220pts

R

Wardrums #3/60

Level
(Save)
14

MELEE ATTACK
+20/+15 (30 magic)

RANGED ATTACK
+17, range 6 (30 magic)

TYPE
Large Outsider - Dwarf

SPECIAL ABILITIES:
Cleave;
Giant Bane (Melee attack +2 and melee damage +10 against Giant enemies);
Melee Reach 2;
Stone Lord 10 (Melee damage +10 against an enemy in a square bordered by a wall)

COMMAND: 4

COMMANDER EFFECT:
Dwarf followers gain Stone Lord 5 (Melee damage +5 against an enemy in a square bordered by a wall).

SPEED
6
AC
27
Hit Points
260
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Axe Soldier

13pts

C

Wardrums #4/60

Level
(Save)
4

MELEE ATTACK
+8 (10 magic)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Cleave;
Close-Order Fighter +5 (Melee damage +5 whenever 2 or more allies are adjacent to this creature);
Squad Activation (All creatures in your warband named Axe Soldier must activate as a single activation)

SPEED
4
AC
20
Hit Points
40
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Combat Medic

28pts

U

Wardrums #5/60

Level
(Save)
7

MELEE ATTACK
+4 (5)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Sacred Healing [][] (Replaces attacks: All living creatures within 6 squares heal 10 hp, no effect on nonliving creatures);
Turn Undead 7 []

SPELLS:
1st:cure light wounds (unlimited uses) (touch; heal 5 hp);
3rd:searing light [] (sight; 10 damage, or 20 damage against Undead);
4th:cure critical wounds [][] (touch; heal 30 hp)

SPEED
4
AC
20
Hit Points
35
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Elemental Wall

33pts

U

Wardrums #6/60

Level
(Save)
6

MELEE ATTACK
+9 (10)

TYPE
Large Elemental

SPECIAL ABILITIES:
Fearless;
Melee Reach 2;
Wall Transformation [][] (Replaces attacks: Each square of this creature's space becomes a wall in all respects until the start of this creature's next turn)

SPEED
6
AC
20
Hit Points
65
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Large Bronze Dragon

65pts

R

Wardrums #7/60

Level
(Save)
10

MELEE ATTACK
+10/+5/+5 (15/10/10)

TYPE
Large Dragon

SPECIAL ABILITIES:
Flight;
Breath Weapon [] (Replaces attacks: line 12;
20 electricity damage;
DC 18);
Breath Weapon [] (Replaces attacks: cone;
affected creatures with 40 or fewer hp make a morale save);
Camaraderie (On its turn, each commander in your warband may reroll 1 missed attack roll);
Immune Electricity

SPEED
7
(Flying)
AC
20
Hit Points
100
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Sacred Watcher

18pts

U

Wardrums #8/60

Level
(Save)
5

MELEE ATTACK
+10 (10)

TYPE
Undead

SPECIAL ABILITIES:
Flight;
Incorporeal;
Fearless;
Evil Undead Slayer (Damage +10 against evil Undead enemies)

SPEED
6
(Flying)
AC
21
Hit Points
30
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Sand Giant

79pts

R

Wardrums #9/60

Level
(Save)
10

MELEE ATTACK
+19/+14 (15)

TYPE
Large Giant

SPECIAL ABILITIES:
Cleave;
Double Damage from Cold;
Immune Fire;
Melee Reach 2;
Sand Blaster [] (Replaces attacks: cone;
-4 AC;
DC 22)

SPEED
8
AC
23
Hit Points
140
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Shieldwall Soldier

7pts

C

Wardrums #10/60

Level
(Save)
3

MELEE ATTACK
+5 (5)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Close-Order Fighter +5 (Melee damage +5 whenever 2 or more allies are adjacent to this creature);
Phalanx Fighting (+2 AC when adjacent to an ally with Phalanx Fighting)

SPEED
4
AC
22
Hit Points
20
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Warforged Bodyguard

32pts

U

Wardrums #11/60

Level
(Save)
6

MELEE ATTACK
+10/+5 (10 magic)

TYPE
Construct - Living Construct

SPECIAL ABILITIES:
Bodyguard (If an adjacent creature in your warband would take damage from an attack, this creature can take the damage instead);
Bold (Has Fearless when under command);
Living Construct (Has only Immune Level Drain, Paralysis, Poison, Sleep);
Reinforced 5 (Takes 5 less damage from melee and ranged attacks. This does not reduce damage taken with the Bodyguard ability.)

SPEED
7
AC
17
Hit Points
55
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Warforged Captain

46pts

U

Wardrums #12/60

Level
(Save)
6

MELEE ATTACK
+12/+7 (15 magic)

TYPE
Construct - Living Construct

SPECIAL ABILITIES:
Construct Lock (If this creature's attack roll against a Construct enemy would otherwise be a critical hit, that enemy skips its next turn);
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Fearless;
Giant Bane (Melee attack +2 and melee damage +10 against Giant enemies);
Living Construct (Has only Immune Level Drain, Paralysis, Poison, Sleep)

COMMAND: 4

COMMANDER EFFECT:
Choose 1 enemy creature at the start of the skirmish. Followers get melee damage +5 against that enemy.

SPEED
4
AC
19
Hit Points
50
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Warforged Scout

8pts

U

Wardrums #13/60

Level
(Save)
5

MELEE ATTACK
+5/+5 (5)

TYPE
Small Construct - Living Construct

SPECIAL ABILITIES:
Hide;
Living Construct (Has only Immune Level Drain, Paralysis, Poison, Sleep);
Scout

SPEED
6
AC
17
Hit Points
35
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Warpriest of Moradin

49pts

U

Wardrums #14/60

Level
(Save)
12

MELEE ATTACK
+10 (15 magic)

RANGED ATTACK
+7, range 6 (15 magic)

TYPE
Humanoid - Dwarf

SPELLS:
2nd:deific vengeance [][] (range 6; 10 damage, or 20 damage to Undead; DC 14), divine protection [] (your warband; +1 AC, save +1);
3rd:close wounds [] (immediate; range 6; a target that would be reduced to 0 or fewer hp instead has 5 hp remaining);
4th:neutralize poison [][] (touch; remove Poison, and target creature gains Immune Poison)

COMMAND: 6

COMMANDER EFFECT:
Moradin's War Cry (Each out of command enemy within 6 squares that takes damage must make an immediate morale save unless that damage already forces one).

SPEED
4
AC
19
Hit Points
55
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Brass Samurai

56pts

U

Wardrums #15/60

Level
(Save)
9

MELEE ATTACK
+13/+13/+8 (10 magic + 5 fire)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Breath Weapon [] (Replaces attacks: line 12;
20 fire damage;
DC 15);
Resist Fire 5

COMMAND: 4

COMMANDER EFFECT:
Followers gain Whirlwind Attack (On its turn, if this creature moves no more than 1 square, it can make a separate melee attack against each enemy creature within its Melee Reach).

SPEED
6
AC
16
Hit Points
70
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Dragon Totem Hero

58pts

R

Wardrums #16/60

Level
(Save)
9

MELEE ATTACK
+12/+7 (15 magic)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Dragonmaster 10 (As Beastmaster, but Dragons only);
Immune Flanking;
Resist Acid 5;
Resist Fire 15

COMMAND: 3

COMMANDER EFFECT:
Followers that start their turn within 6 squares gain Combat Rush (If this creature moves 2 or fewer squares, it can use all its melee attacks). WARBAND BUILDING: Dragons of any faction are legal in your warband.

SPEED
8
AC
15
Hit Points
100
Buy this mini:

Dragon Totem Hero

157pts

R

Wardrums #16/60

Level
(Save)
12

MELEE ATTACK
+17/+12 (25 magic)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Dragonmaster 20 (As Beastmaster, but Dragons only);
Immune Acid, Fire;
Immune Flanking

COMMAND: 3

COMMANDER EFFECT:
Followers that start their turn within 6 squares gain Combat Rush (If this creature moves 2 or fewer squares, it can use all its melee attacks). WARBAND BUILDING: Dragons of any faction are legal in your warband.

SPEED
8
AC
23
Hit Points
200
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Dragonne

36pts

R

Wardrums #17/60

Level
(Save)
9

MELEE ATTACK
+12/+7 (10)

TYPE
Large Magical Beast

SPECIAL ABILITIES:
Flight;
Blind-Fight;
Pounce (This creature can use all its melee attacks when charging);
Predatory Roar [] (Replaces attacks: cone;
creatures whose name contains Dragonne get damage +10 against affected creatures)

SPEED
7
(Flying)
AC
18
Hit Points
75
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Halfling Slinger

12pts

C

Wardrums #18/60

Level
(Save)
2

MELEE ATTACK
+3 (5)

RANGED ATTACK
+7/+7 (5 magic)

TYPE
Small Humanoid - Halfling

SPECIAL ABILITIES:
Mobility (+4 AC against attacks of opportunity);
Short-Range +10 (Ranged attack +10 against targets within 6 squares)

SPEED
4
AC
16
Hit Points
15
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Hunting Cougar

9pts

C

Wardrums #19/60

Level
(Save)
5

MELEE ATTACK
+5 (5)

TYPE
Animal

SPECIAL ABILITIES:
Natural Soul (Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster)

SPEED
8
AC
15
Hit Points
40
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Lion of Talisid

51pts

U

Wardrums #20/60

Level
(Save)
7

MELEE ATTACK
+8 (10 magic)

TYPE
Humanoid - Elf

SPECIAL ABILITIES:
Beastmaster 7;
Fearless

SPELLS:
2nd:cat's grace [][] (touch; +2 AC, ranged attack +2);
3rd:cure moderate wounds [][][] (touch; heal 10 hp);
4th:flame strike [] (sight; radius 2; 30 fire damage; DC 16)

COMMAND: 3

COMMANDER EFFECT:
Animal followers get melee damage +5.

SPEED
6
AC
17
Hit Points
50
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Mephling Pyromancer

38pts

U

Wardrums #21/60

Level
(Save)
7

MELEE ATTACK
+8 (5 magic)

TYPE
Small Outsider

SPECIAL ABILITIES:
Melee Sneak Attack +5

SPELLS:
SORCERER SPELLS 1st:[][][] lesser orb of acid (range 6; 5 acid damage, ignore Spell Resistance), lesser orb of fire (range 6; 5 fire damage, ignore Spell Resistance);
3rd:[][] fireball (sight; radius 4; 20 fire damage; DC 15), fly (touch; target creatures gains Flight, speed F8)

SPEED
6
AC
18
Hit Points
40
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Steelheart Archer

15pts

U

Wardrums #22/60

Level
(Save)
4

MELEE ATTACK
+7 (10)

RANGED ATTACK
+9 (10 magic)

TYPE
Humanoid - Elf

SPECIAL ABILITIES:
Coordinated Shot (This creature's ranged attacks ignore cover from its allies);
Precise Shot (Whenever this creature shoots into melee, the defender doesn't get the AC bonus)

SPEED
6
AC
17
Hit Points
35
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Warbound Impaler

52pts

R

Wardrums #23/60

Level
(Save)
6

MELEE ATTACK
+14/+14 (10 + Impale)

TYPE
Large Plant

SPECIAL ABILITIES:
Impale (Paralysis, smaller creatures only, expires at end of target creature's next turn;
DC 17)

SPEED
6
AC
19
Hit Points
125
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Warforged Barbarian

49pts

R

Wardrums #24/60

Level
(Save)
7

MELEE ATTACK
+14/+9 (20 magic)

TYPE
Construct - Living Construct

SPECIAL ABILITIES:
Bloody Rage 5 (Whenever this creature activates, 1 target adjacent enemy immediately takes 5 damage);
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Living Construct (Has only Immune Level Drain, Paralysis, Poison, Sleep)

SPEED
6
AC
18
Hit Points
85
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Wemic Barbarian

53pts

R

Wardrums #25/60

Level
(Save)
8

MELEE ATTACK
+16/+11 (25)

TYPE
Large Monstrous Humanoid

SPECIAL ABILITIES:
Bravado (When an enemy creature fails a morale save, this creature gains Fearless unless already routing)

SPEED
10
AC
17
Hit Points
85
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Wood Elf Ranger

23pts

C

Wardrums #26/60

Level
(Save)
5

MELEE ATTACK
+10/+9 (10 magic/5 magic)

TYPE
Humanoid - Elf

SPECIAL ABILITIES:
Hunter +5 (Melee damage +5 unless more than 1 enemy is adjacent);
Orc Foe (Damage +5 against Orc enemies)

SPEED
6
AC
16
Hit Points
35
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Gulgar

47pts

R

Wardrums #27/60

Level
(Save)
10

MELEE ATTACK
+14/+9 (15)

RANGED ATTACK
+7/+2 (10)

TYPE
Large Monstrous Humanoid

SPECIAL ABILITIES:
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Immune Sonic;
Melee Reach 2;
Powerful Charge +10 (Melee damage +10 when charging);
Sonic Pulse [] (Replaces attacks: cone;
10 sonic damage)

SPEED
4
AC
21
Hit Points
75
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Aspect of Hextor

75pts

R

Wardrums #28/60

Level
(Save)
10

MELEE ATTACK
+12/+12/+12/+12 (15 magic)

TYPE
Large Outsider

SPECIAL ABILITIES:
Melee Reach 2;
Multiple Threats (All enemies adjacent to this creature are considered to be flanked)

SPEED
8
AC
20
Hit Points
115
Buy this mini:

Aspect of Hextor

234pts

R

Wardrums #28/60

Level
(Save)
12

MELEE ATTACK
+16/+16/+16/+16 (30 magic)

TYPE
Large Outsider

SPECIAL ABILITIES:
Blade Storm (Whenever an enemy makes more than 2 melee attacks against this creature in the same turn, this creature activates 1 extra time this round);
Blind-Fight;
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Melee Reach 2;
Multiple Threats (All enemies adjacent to this creature are considered to be flanked)

SPEED
8
AC
24
Hit Points
150
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Flameskull

25pts

U

Wardrums #29/60

Level
(Save)
4

MELEE ATTACK
+18 (5 fire)

RANGED ATTACK
+18, range 6 (5 fire)

TYPE
Tiny Undead

SPECIAL ABILITIES:
Flight;
Conceal 6;
Fearless;
Immune Cold, Electricity, Fire;
No Reach (Can't make attacks of opportunity)

SPELLS:
3rd:short-range fireball [] (range 6; radius 4; 20 fire damage; DC 15)

SPEED
6
(Flying)
AC
19
Hit Points
25
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Goblin Blackblade

12pts

C

Wardrums #30/60

Level
(Save)
4

MELEE ATTACK
+9 (5 magic)

TYPE
Small Humanoid - Goblin - Goblinoid

SPECIAL ABILITIES:
Melee Sneak Attack +5;
Sneaky Tactics (Whenever this creature deals damage with its Sneak Attack on its turn, choose whether it counts against your limit of activating 2 creatures per phase)

SPEED
6
AC
20
Hit Points
25
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Goblin Underboss

28pts

U

Wardrums #31/60

Level
(Save)
6

MELEE ATTACK
+9 (10 magic + Phantom Threat)

RANGED ATTACK
+9 (5)

TYPE
Small Humanoid - Goblin - Goblinoid

SPECIAL ABILITIES:
Cleave;
Melee Sneak Attack +5;
Phantom Threat (A creature hit by this attack is considered flanked for the rest of the skirmish;
DC 18);
Sidestep (On its turn, if it moves only 1 square, this creature can make all its attacks and does not draw attacks of opportunity)

COMMAND: 3

COMMANDER EFFECT:
Followers get damage +5 when using any Sneak Attack.

SPEED
6
AC
20
Hit Points
40
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Hobgoblin Archer

11pts

C

Wardrums #32/60

Level
(Save)
3

MELEE ATTACK
+6 (5)

RANGED ATTACK
+8 (5 magic)

TYPE
Humanoid - Goblinoid - Hobgoblin

SPECIAL ABILITIES:
Precise Shot (Whenever this creature shoots into melee, the defender doesn't get the AC bonus)

SPEED
4
AC
17
Hit Points
25
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Inspired Lieutenant

45pts

U

Wardrums #33/60

Level
(Save)
9

MELEE ATTACK
+10/+10 (10 magic)

TYPE
Humanoid - Outsider

SPECIAL ABILITIES:
Recall Agony [] (Replaces attacks: sight;
20 damage;
DC 18);
Smite +15 [] (Melee damage +15)

SPELLS:
Psionics 10 pp:hostile empathic transfer 5 pp (touch, only when wounded; 25 damage and this creature heals the amount of damage dealt; DC 15)

COMMAND: 4

COMMANDER EFFECT:
Each follower gets melee attack +2, or melee attack +4 if it has Psionics.

SPEED
6
AC
20
Hit Points
55
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Karrnathi Zombie

11pts

U

Wardrums #34/60

Level
(Save)
3

MELEE ATTACK
+5 (5)

TYPE
Undead

SPECIAL ABILITIES:
Fearless;
Squad Activation (All creatures in your warband named Karrnathi Zombie must activate as a single activation);
Mob 2 (Every 2 creatures named Karrnathi Zombie count as 1 creature for the purpose of warband construction)

SPEED
4
AC
22
Hit Points
20
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Khumat

51pts

R

Wardrums #35/60

Level
(Save)
10

MELEE ATTACK
+15 (20 + Jaws of Doom)

TYPE
Large Outsider

SPECIAL ABILITIES:
Jaws of Doom (A smaller enemy that takes damage from this attack must make an immediate morale save unless that damage already forces one);
Melee Reach 2

SPEED
6
AC
22
Hit Points
95
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Large Duergar

15pts

U

Wardrums #36/60

Level
(Save)
4

MELEE ATTACK
+7 (15)

TYPE
Large Humanoid - Dwarf

SPECIAL ABILITIES:
Conceal 6;
Melee Reach 2;
Overwhelming Size (Melee attack +2 and melee damage +5 against Medium or smaller enemies)

SPEED
5
AC
16
Hit Points
45
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Night Hag

43pts

R

Wardrums #37/60

Level
(Save)
8

MELEE ATTACK
+12 (15 magic)

TYPE
Outsider

SPECIAL ABILITIES:
Disguise Self (Until it attacks or casts a spell, this creature has Invisible);
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Immune Cold, Fire;
Immune Sleep;
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPELLS:
1st:magic missile (unlimited uses) (sight; 5 damage), ray of enfeeblement [] (range 6; attack -2, damage -5 [minimum 5])

SPEED
4
AC
22
Hit Points
70
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Shuluth, Archvillain

59pts

R

Wardrums #38/60

Level
(Save)
10

MELEE ATTACK
+11/+11 (10 magic/10)

TYPE
Aberration - Mind Flayer

SPECIAL ABILITIES:
Unique;
Brain Sucker (If this creature's melee attack destroys an enemy, the DCs of this creature's spells, special abilities, and Commander Effect increase by 4 for the rest of the skirmish);
Mind Blast (Replaces attacks: cone;
Stun;
DC 16);
Rend +15;
Resounding Blow (If this creature scores a critical hit, Stun that enemy)

SPELLS:
5th:halt mind [] (sight; Stun; DC 16)

COMMAND: 5

COMMANDER EFFECT:
Disorienting Presence (Each active enemy that activates within 6 squares must move at least 1 square at the start of its turn;
DC 16)

SPEED
6
AC
19
Hit Points
65
Buy this mini:

Shuluth, Archvillain

208pts

R

Wardrums #38/60

Level
(Save)
13

MELEE ATTACK
+21/+21 (20 magic/10)

TYPE
Aberration - Mind Flayer

SPECIAL ABILITIES:
Unique;
Brain Sucker (If this creature's melee attack destroys an enemy, the DCs of this creature's spells, special abilities, and Commander Effect increase by 4 for the rest of the skirmish);
Mind Blast (Replaces attacks: cone;
Stun;
DC 20);
Rend +15;
Resounding Blow (If this creature scores a critical hit, Stun that enemy);
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPELLS:
5th:halt mind [] (sight; Stun; DC 20)

COMMAND: 5

COMMANDER EFFECT:
Disorienting Presence (Each active enemy that activates within 6 squares must move at least 1 square at the start of its turn;
DC 20)

SPEED
6
AC
25
Hit Points
200
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Skeletal Legionnaire

4pts

C

Wardrums #39/60

Level
(Save)
1

MELEE ATTACK
+1 (5)

TYPE
Undead

SPECIAL ABILITIES:
Fearless;
Immune Cold;
Phalanx Fighting (+2 AC when adjacent to an ally with Phalanx Fighting)

SPEED
4
AC
20
Hit Points
5
Buy this mini:

Snig, Worg Rider

42pts

R

Wardrums #40/60

Level
(Save)
6

MELEE ATTACK
+11/+6 (10 magic)

TYPE
Large Mounted Humanoid - Goblin - Goblinoid

SPECIAL ABILITIES:
Unique (Only 1 creature whose name contains Snig in your warband);
Minions (Up to 2 Goblinoids with total cost up to 12 points);
Mounted Melee Attack (This creature can move at double speed and make a single melee attack at any point during its move)

COMMAND: 1

COMMANDER EFFECT:
Small followers get melee damage +5.

SPEED
10
AC
19
Hit Points
50
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Terror Wight

20pts

C

Wardrums #41/60

Level
(Save)
6

MELEE ATTACK
+5 (10 + Life Drain)

TYPE
Undead

SPECIAL ABILITIES:
Blind-Fight;
Create Spawn (Whenever this creature destroys a Medium living enemy, roll 1d20: On a result of 16+, you can immediately place 1 creature named Terror Wight in the space previously occupied by that enemy;
that Terror Wight is now part of your warband and can't activate this round);
Fearless;
Life Drain 5 (If target is a living creature, this creature gets +5 hp [maximum 40 hp])

SPEED
6
AC
15
Hit Points
40
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War Troll

69pts

R

Wardrums #42/60

Level
(Save)
10

MELEE ATTACK
+18 (25)

RANGED ATTACK
+10 (15)

TYPE
Large Monstrous Humanoid

SPECIAL ABILITIES:
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Melee Reach 2;
Regeneration 5 (This creature heals 5 hp at the start of its turn)

SPEED
6
AC
24
Hit Points
100
Buy this mini:

War Troll

202pts

R

Wardrums #42/60

Level
(Save)
10

MELEE ATTACK
+23/+18/+13 (25)

RANGED ATTACK
+15/+10 (15)

TYPE
Large Monstrous Humanoid

SPECIAL ABILITIES:
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Melee Reach 2;
Regeneration 10 (This creature heals 10 hp at the start of its turn);
Spell Resistance (May ignore spells unless the caster rolls 11+);
Stunning Attack [] (DC 25)

SPEED
6
AC
29
Hit Points
140
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Zakya Rakshasa

36pts

R

Wardrums #43/60

Level
(Save)
7

MELEE ATTACK
+14/+9 (15 magic)

TYPE
Outsider

SPECIAL ABILITIES:
Blind-Fight;
DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks);
Spell Resistance (May ignore spells unless the caster rolls 11+);
True Strike [] (This creature's first melee attack of a skirmish gets attack +20 and automatically succeeds against Conceal)

SPELLS:
1st:chill touch (unlimited uses) (touch; 5 damage to living creature, or Turn Undead 20 to Undead creature)

SPEED
8
AC
22
Hit Points
65
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Blood Ghost Berserker

37pts

U

Wardrums #44/60

Level
(Save)
5

MELEE ATTACK
+11 (30 magic)

TYPE
Humanoid - Bugbear - Goblinoid

SPECIAL ABILITIES:
Fearless;
Quick Moving (+6 AC against ranged attacks)

SPEED
8
AC
8
Hit Points
65
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Chimera

50pts

R

Wardrums #45/60

Level
(Save)
9

MELEE ATTACK
+12/+12/+12 (15/10/5)

TYPE
Large Magical Beast

SPECIAL ABILITIES:
Flight;
Dragon's Breath Weapon [] (Replaces attacks: line 12;
20 acid damage;
DC 17);
Lion's Roar [] (Replaces attacks: cone;
affected creatures with 50 or fewer hp make a morale save);
Goat's Powerful Charge +15 [] (Melee damage +15 when charging)

SPEED
6
(Flying)
AC
19
Hit Points
75
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Derro

11pts

C

Wardrums #46/60

Level
(Save)
3

MELEE ATTACK
+4 (5)

TYPE
Small Monstrous Humanoid

SPECIAL ABILITIES:
Blind-Fight;
Conceal 6;
Melee Sneak Attack +5;
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPELLS:
2nd:sound burst [] (range 6; radius 2; 5 sonic damage and Stun; DC 14 negates)

SPEED
4
AC
19
Hit Points
15
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Fiendish Girallon

36pts

U

Wardrums #47/60

Level
(Save)
7

MELEE ATTACK
+12/+12 (10 magic)

TYPE
Large Magical Beast

SPECIAL ABILITIES:
Melee Reach 2;
Rend +30 (If this creature hits 1 enemy with both melee attacks on the same turn, damage +30 to second attack);
Resist 5 Cold, Fire;
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPEED
8
AC
16
Hit Points
60
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Frost Dwarf

11pts

U

Wardrums #48/60

Level
(Save)
7

MELEE ATTACK
+7 (10)

TYPE
Humanoid - Dwarf

SPECIAL ABILITIES:
Fire Foe (Damage +5 against enemies with Immune Fire);
Immune Cold

SPELLS:
1st:chill touch [] (touch; 5 damage to living creature, or Turn Undead 20 to Undead creature)

SPEED
4
AC
13
Hit Points
40
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Hill Giant Barbarian

78pts

U

Wardrums #49/60

Level
(Save)
8

MELEE ATTACK
+12/+7 (35)

TYPE
Large Giant

SPECIAL ABILITIES:
Furious Spirit (Until it makes a melee attack, this creature takes 5 damage at the end of each of its turns);
Melee Reach 2;
Overwhelming Size (Melee attack +2 and melee damage +5 against Medium or smaller enemies)

SPEED
10
AC
17
Hit Points
155
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Hill Giant Chieftain

95pts

R

Wardrums #50/60

Level
(Save)
10

MELEE ATTACK
+16/+11 (20)

RANGED ATTACK
+11 [] (20)

TYPE
Large Giant

SPECIAL ABILITIES:
Giantmaster 20 (As Beastmaster, but Giants only);
Large Target Bonus (Attack +4 and damage +10 against Large or larger enemies);
Melee Reach 2

COMMAND: 2

COMMANDER EFFECT:
Followers get +10 AC against attacks of opportunity by smaller creatures.

SPEED
8
AC
19
Hit Points
135
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Horde Zombie

14pts

C

Wardrums #51/60

Level
(Save)
2

MELEE ATTACK
+6 (10)

TYPE
Undead

SPECIAL ABILITIES:
Fearless;
Horde (At the end of each round, if you control at least 2 creatures named Horde Zombie, place 1 creature named Horde Zombie in your starting area);
Slow Attack (Can't attack and move on the same turn)

SPEED
6
AC
14
Hit Points
20
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Howling Orc

15pts

C

Wardrums #52/60

Level
(Save)
3

MELEE ATTACK
+6 (20)

TYPE
Humanoid - Orc

SPECIAL ABILITIES:
Cleave;
Headstrong (As long as you control no higher-level creature within 6 squares, this creature gets melee damage +5)

SPEED
8
AC
14
Hit Points
30
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King Obould Many-Arrows

65pts

R

Wardrums #53/60

Level
(Save)
9

MELEE ATTACK
+15/+10 (15 magic + 5 fire)

TYPE
Humanoid - Orc

SPECIAL ABILITIES:
Unique (Only 1 creature whose name contains Obould in your warband);
Death Strike (When this creature's hp are reduced to 0 or lower, it can make 1 immediate melee attack);
Domineering (Your warband cannot include any other commanders);
Immune Flanking

COMMAND: 4

COMMANDER EFFECT:
Whenever a follower hits with a melee attack on its turn, choose whether it counts against your limit of activating 2 creatures per phase.

SPEED
8
AC
17
Hit Points
85
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Ogre War Hulk

56pts

R

Wardrums #54/60

Level
(Save)
8

MELEE ATTACK
+13 (30)

TYPE
Large Giant

SPECIAL ABILITIES:
Melee Reach 2, Whirlwind Attack (On its turn, if this creature moves no more than 1 square, it can make a separate melee attack against each enemy within its Melee Reach)

SPEED
8
AC
13
Hit Points
90
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Orc Mauler

26pts

C

Wardrums #55/60

Level
(Save)
6

MELEE ATTACK
+11 (15)

TYPE
Humanoid - Orc

SPEED
6
AC
18
Hit Points
55
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Orc Wardrummer

19pts

R

Wardrums #56/60

Level
(Save)
4

MELEE ATTACK
+5 (5)

TYPE
Humanoid - Orc

SPECIAL ABILITIES:
Fearless;
Drumbeat (Replaces attacks: Choose 1 effect, which lasts until the start of this creature's next turn. Drumbeat effects end immediately if this creature is eliminated);
Countersong Drumbeat (This creature gains Countersong);
Resistance Drumbeat (Creatures in your warband get save +4);
Intimidating Drumbeat (Enemies get morale save -4)

SPEED
6
AC
14
Hit Points
35
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Quaggoth Slave

10pts

C

Wardrums #57/60

Level
(Save)
4

MELEE ATTACK
+10 (15)

TYPE
Monstrous Humanoid

SPECIAL ABILITIES:
Fearless;
Savage Frenzy +20 (This creature gets +20 hp the first time it hits with a melee attack)

SPEED
8
AC
13
Hit Points
15
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Tiefling Blademaster

27pts

U

Wardrums #58/60

Level
(Save)
5

MELEE ATTACK
+9/+9 (5)

TYPE
Outsider

SPECIAL ABILITIES:
Conceal 6;
Mobility (+4 AC against attacks of opportunity);
Seize the Initiative (On its turn, this creature gets melee damage +5 whenever it is the first to activate in a round)

COMMAND: 3

COMMANDER EFFECT:
Whenever you win initiative, followers get melee attack +2 this round;
otherwise, followers get melee damage +5 this round.

SPEED
6
AC
17
Hit Points
40
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Troglodyte Thug

11pts

C

Wardrums #59/60

Level
(Save)
3

MELEE ATTACK
+5 (10)

TYPE
Humanoid - Reptilian - Troglodyte

SPECIAL ABILITIES:
Stench (Adjacent living creatures without Stench get attack -2, save -2 and -2 AC)

SPEED
6
AC
18
Hit Points
35
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Warduke

70pts

R

Wardrums #60/60

Level
(Save)
10

MELEE ATTACK
+17/+12 (10 magic + 5 fire)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Unique (Only 1 creature whose name contains Warduke in your warband);
Independent;
Blindsight;
Cleave;
Intimidate [] (Replaces attacks: range 6;
target creature makes a morale save);
Methodical Killer +10 (Damage +10 against the lowest-level enemy currently in play);
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPEED
6
AC
17
Hit Points
130
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Warduke

208pts

R

Wardrums #60/60

Level
(Save)
12

MELEE ATTACK
+22/+17/+12 (15 magic + 5 fire)

TYPE
Humanoid - Human

SPECIAL ABILITIES:
Unique (Only 1 creature whose name contains Warduke in your warband);
Independent;
Almighty (Not affected by allies' spells);
Blindsight;
Cleave, Intimidate [] (Replaces attacks: range 6;
target creature makes a morale save);
Methodical Killer +10 (Damage +10 against the lowest-level enemy currently in play);
Spell Resistance (May ignore spells unless the caster rolls 11+)

SPEED
6
AC
25
Hit Points
270
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