Effect : Whenever followers cast spells that deal damage, they deal damage +5 over printed amount. WARBAND BUILDING: CE spellcasters are legal in your warband.
3rd—fireball (sight; radius 4; 20 fire damage; DC 15), lightning bolt (line; 20 electricity damage; DC 15)
37/60
★
Archfiends
ARC37
LE
SNIG THE AXE
Small Humanoid (Goblinoid)
20
Points
LVL
3
SPD
6
ac
18
hp
25
CMD
0
+7 (10 magic)
+7, range 6 (5)
Commander 0
Effect : Small followers gain melee damage +5.
Special Abilities (2)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
([#] CREATUREs [with total cost [#] ]) If you add this creature to your warband, you also get the listed creatures.
38/60
●
Archfiends
ARC38
LE
XILL
Outsider
15
Points
LVL
5
SPD
8
ac
20
hp
30
+5/+5/+5 (5)
—
Special Abilities (3)
+4 AC against attacks of opportunity
This creature may start phased out; on round 4 or later, if you win initiative, it may use a move action to return to play in any legal position
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
39/60
◆
Archfiends
ARC39
LE
ZHENTARIM FIGHTER
Humanoid (Human)
7
Points
LVL
2
SPD
4
ac
19
hp
25
+6 (5)
—
Special Abilities (1)
+2 AC when adjacent to an ally with Phalanx Fighting
40/60
●
Archfiends
ARC40
LE/CE
GRAVEHOUND
Undead
11
Points
LVL
4
SPD
8
ac
15
hp
25
+6 (5 + Stun)
—
Special Abilities (1)
(Keyword) A creature subject to a Stun effect is stunned. A stunned creature is not active; it can't move, attack, use abilities that replace moves or attacks, or take swift actions or immediate actions, but it is not helpless.
41/60
●
Archfiends
ARC41
LE/CE
OCHRE JELLY
Large Ooze
19
Points
LVL
6
SPD
2
ac
4
hp
70
+5 (10 + 5 acid)
—
Special Abilities (3)
This creature can be put under command only by a commander whose Commander rating is equal to or greater than this creature's Difficult rating.
Whenever this creature takes damage, it may make one immediate melee attack
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
42/60
★
Archfiends
ARC42
LE/CE
WARRIOR SKELETON
Undead
3
Points
LVL
1
SPD
6
ac
15
hp
5
+1 (5)
—
Special Abilities (1)
The listed attack type, energy, special ability, or condition does not affect this creature
43/60
●
Archfiends
ARC43
CE
ABYSSAL EVISCERATOR
Outsider
29
Points
LVL
4
SPD
6
ac
20
hp
40
+10/+10 (10)
—
Special Abilities (4)
Roll twice against Conceal on melee attacks and keep a success. This creature also moves normally while it can't see, and invisibility does not give attackers the normal +2 bonus
The listed attack type, energy, special ability, or condition does not affect this creature
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
Reduce damage of the listed energy type by [#]
44/60
◆
Archfiends
ARC44
CE
ASPECT OF DEMOGORGON
Large Outsider
101
Points
LVL
11
SPD
7
ac
24
hp
105
+13/+13 (10 magic)
—
Special Abilities (6)
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.
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
Can take 2 turns in each round; each turn counts as 1 of your activations in that phase
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 [#]
45/60
★
Archfiends
ARC45
CE
ASPECT OF LOLTH
Large Outsider
75
Points
LVL
14
SPD
8
ac
21
hp
105
+18/+13 (10 magic)
—
Special Abilities (7)
Roll twice against Conceal on melee attacks and keep a success. This creature also moves normally while it can't see, and invisibility does not give attackers the normal +2 bonus
Damage +5 against CG creatures
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
Damage +5 against LE creatures
Damage +10 against LG creatures
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
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
46/60
★
Archfiends
ARC46
CE
ASPECT OF ORCUS
Large Outsider
91
Points
LVL
9
SPD
F4
ac
21
hp
100
+16/+11 (20 magic)
—
Special Abilities (8)
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.
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.
As Death Attack but no sneak attack required; DC 17
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
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
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 [#]
47/60
★
Archfiends
ARC47
CE
CULTIST OF THE DRAGON
Humanoid (Human)
29
Points
LVL
4
SPD
6
ac
13
hp
20
+3 (5 magic)
—
Spells (3)
Sorcerer Spells 1st— lesser fire orb (range 6; 5 fire damage, ignore Spell Resistance), Mordenkainen’s buzzing bee (sight; target noncommander creature can’t be put under command and can’t cast spells; DC 13)
2nd— summon monster II (evil Outsiders with total cost 10 or less)