Can fly over the battle map instead of moving on the surface, landing at the end of its move. Flight speed is marked with F and ignores terrain that slows ground movement
The listed attack type, energy, special ability, or condition does not affect this creature
Replaces attacks: Paralysis, all creatures within 6 squares; DC 12
49/60
◆
Angelfire
AF49
LE/CE
SKELETAL ARCHER
Undead
5
Points
LVL
1
SPD
6
ac
13
hp
5
+1 (5)
+1 (5)
Special Abilities (2)
This creature automatically succeeds on morale saves
The listed attack type, energy, special ability, or condition does not affect this creature
50/60
●
Angelfire
AF50
CE
ABYSSAL SKULKER
Small Outsider
7
Points
LVL
2
SPD
8
ac
15
hp
10
+5 (5)
—
Special Abilities (2)
If this creature has cover against a nonadjacent enemy from something other than intervening creatures (such as a wall or statue), it is considered to be Invisible (see that entry, below) against that creature.
Instead of placing this creature in your starting area at the start of the skirmish, place it in a random victory area. If this creature enters the battle map after the first turn, it enters like any other creature
51/60
●
Angelfire
AF51
CE
BUGBEAR CHAMPION OF ERYTHNUL
Humanoid (Bugbear, Goblinoid)
34
Points
LVL
5
SPD
6
ac
20
hp
40
CMD
2
+8 (10 magic)
—
Commander 2
Effect : After 2 or more enemy creatures have been eliminated, followers get melee damage +5.
Spells (2)
Sorcerer Spells 1st—lesser frighten (range 6; target creature with 30 or fewer hp makes a morale save), magic weapon (touch; attack +1, ignore DR)
52/60
◆
Angelfire
AF52
CE
FERAL MINOTAUR
Large Monstrous Humanoid
32
Points
LVL
6
SPD
8
ac
14
hp
50
+11/+11 (15)
—
Special Abilities (5)
Blocks Commander ratings on initiative until this creature makes a melee attack
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
This creature can use all its melee attacks when charging
Melee damage +[#] when charging
Heals [#] hp at the start of its turn
53/60
◆
Angelfire
AF53
CE
FIENDISH DIRE WOLVERINE
Large Magical Beast
29
Points
LVL
5
SPD
6
ac
16
hp
55
+10/+10 (10 magic)
—
Special Abilities (4)
Damage Reduction. When this creature takes damage from a melee or ranged attack, subtract the listed amount from the damage dealt. Energy damage, damage from spells, and magic damage is not reduced by DR
This creature automatically succeeds on morale saves
Takes 5 damage at end of turn until it makes a melee attack
When a spell would affect this creature, roll 1d20. On 11+, it works; otherwise no effect. This creature may choose not to resist. Some spells ignore Spell Resistance
54/60
◆
Angelfire
AF54
CE
HEZROU
Large Outsider
80
Points
LVL
10
SPD
6
ac
21
hp
140
CMD
3
+11/+6 (20/10)
—
Commander 3
Effect : Frenzied Devotion (Followers get melee attack +2 until a creature you activate this round does not make a melee attack)
Special Abilities (6)
As Beastmaster, but evil Outsiders only
The listed attack type, energy, special ability, or condition does not affect this creature
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
Reduce damage of the listed energy type by [#]
When a spell would affect this creature, roll 1d20. On 11+, it works; otherwise no effect. This creature may choose not to resist. Some spells ignore Spell Resistance
Adjacent living creatures without Stench get attack -2, save -2, and -2 AC
55/60
★
Angelfire
AF55
CE
MAGMIN
Small Elemental
11
Points
LVL
2
SPD
6
ac
17
hp
10
+4 (5)
—
Special Abilities (4)
For every 5 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage
Damage Reduction. When this creature takes damage from a melee or ranged attack, subtract the listed amount from the damage dealt. Energy damage, damage from spells, and magic damage is not reduced by DR
Adjacent creatures take 5 fire damage when activating
The listed attack type, energy, special ability, or condition does not affect this creature
56/60
◆
Angelfire
AF56
CE
OPHIDIAN
Monstrous Humanoid (Reptilian)
5
Points
LVL
3
SPD
4
ac
16
hp
15
+4/–1 (5)
—
57/60
●
Angelfire
AF57
CE
ORC WOLF SHAMAN
Humanoid (Orc)
47
Points
LVL
7
SPD
8
ac
12
hp
75
CMD
3
+7 (15)
—
Commander 3
Effect : Animal and Magical Beast followers gain Hunter +5 (Melee damage +5 unless more than 1 enemy is adjacent).
Special Abilities (3)
Animals and Magical Beasts in your warband whose Level (Save) number is equal to or lower than this creature's Beastmaster rating are treated as if they did not have the Difficult or Wild special abilities.
Replaces attacks: damages Elemental, Fey, and Incorporeal creatures in an area
Once per turn, after this creature's melee attack destroys an enemy (even during an attack of opportunity), it can immediately make one extra melee attack against another enemy.
Spells (2)
2nd—hold animal (sight; Paralysis, Animals and Magical Beasts only; DC 14)
3rd—call lightning (sight; 20 electricity damage, ignore Spell Resistance; DC 15, 20 electricity damage whenever target creature activates until its save succeeds)
58/60
★
Angelfire
AF58
CE
TROLL SLASHER
Large Giant
28
Points
LVL
6
SPD
6
ac
16
hp
65
+9/+9 (10)
—
Special Abilities (5)
When attacking, this creature cannot choose a nonwounded creature as a target if a wounded creature is adjacent
For every 5 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
Heals [#] hp at the start of its turn
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
59/60
◆
Angelfire
AF59
CE
WRACKSPAWN
Outsider
19
Points
LVL
4
SPD
4
ac
14
hp
45
+8 (10 + Pain)
—
Special Abilities (3)
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.