This creature is ghostly and insubstantial. Any time this creature would be damaged by an attack, or by a spell or special ability, the acting player rolls 1d20.
Adjacent enemies gain save -2
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
49/60
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Archfiends
ARC49
CE
DROW SERGEANT
Humanoid (Elf)
16
Points
LVL
2
SPD
7
ac
19
hp
20
CMD
2
+6 (5)
—
Commander 2
Effect : Level 1 followers gain melee damage +5.
Special Abilities (2)
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
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
50/60
◆
Archfiends
ARC50
CE
GITHYANKI FIGHTER
Humanoid (Extraplanar)
35
Points
LVL
7
SPD
6
ac
18
hp
50
+9/+4 (20 magic)
—
Special Abilities (3)
+4 AC against attacks of opportunity
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
This creature can move, make a melee attack, and then move again, as long as the distance it moves during its turn doesn't exceed its Speed. The creature gains no special protection from attacks of opportunity caused by its movement
Spells (3)
1st—magic missile (sight; 5 damage)
2nd—blur (touch; target creature gains Conceal 6)
4th—dimension door (self; place this creature in any space it can see at least part of)
51/60
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Archfiends
ARC51
CE
GNOLL ARCHER
Humanoid (Gnoll)
7
Points
LVL
2
SPD
6
ac
13
hp
10
+2 (10)
+1 (5)
52/60
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Archfiends
ARC52
CE
HILL GIANT
Large Giant
55
Points
LVL
12
SPD
6
ac
20
hp
100
+8 (40)
+8 (15)
Special Abilities (4)
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.
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.
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
When this creature's melee attack deals damage to a smaller creature, it may push the smaller creature 1 square
53/60
★
Archfiends
ARC53
CE
MEDIUM FIRE ELEMENTAL
Elemental
11
Points
LVL
4
SPD
10
ac
17
hp
25
+6 (5 + 5 fire)
—
Special Abilities (5)
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.
Needs the listed creature in your warband. Choose it during setup. If it is eliminated, this creature is eliminated too and both score points
The listed attack type, energy, special ability, or condition does not affect this creature
+4 AC against attacks of opportunity
This ability appeared in earlier sets. It has now been replaced by Double Damage from ENERGY (see that entry on page 35). Treat a creature with Vulnerable ENERGY as having that special ability instead
54/60
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Archfiends
ARC54
CE
ORC CHAMPION
Humanoid (Orc)
39
Points
LVL
7
SPD
9
ac
15
hp
80
+13/+8 (25 magic)
—
Special Abilities (1)
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.
55/60
★
Archfiends
ARC55
CE
ORC RAIDER
Humanoid (Orc)
12
Points
LVL
3
SPD
9
ac
15
hp
25
+10 (10)
—
Special Abilities (1)
See Melee Sneak Attack. An ability that affects both Melee and Ranged Sneak Attacks uses the word "any."
56/60
●
Archfiends
ARC56
CE
VAMPIRE ARISTOCRAT
Undead
57
Points
LVL
7
SPD
7
ac
21
hp
55
CMD
3
+12 (10 magic + Energy Drain)
—
Commander 3
Effect : Enemies that fail morale saves are destroyed.
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
Whenever this creature's melee attack deals damage to a living creature, the damaged creature gains attack -1 and save -1, and this creature gains +5 hp
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.
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 [#]
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
Swift action: adjacent enemies and allies; Poison, 10 damage
Replaces attacks: adjacent enemies and allies; Stun; DC 22
58/60
★
Archfiends
ARC58
CE
YOUNG MINOTAUR
Monstrous Humanoid
13
Points
LVL
3
SPD
6
ac
16
hp
30
+6 (15)
—
Special Abilities (2)
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.
Melee damage +[#] when charging
59/60
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Archfiends
ARC59
CE
YUAN-TI PUREBLOOD
Monstrous Humanoid
11
Points
LVL
4
SPD
6
ac
18
hp
20
+5 (5)
—
Special Abilities (2)
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
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
Spells (2)
1st—cause fear (range 6; target creature of level 5 or below makes a morale save), charm person (range 6; Confusion, Humanoid only, ends after target creature’s next turn; DC 13)