Dungeon & Dragon Miniatures
CG
STORM SILVERHAND
Humanoid – Human
EPIC
178
Points
LVL
15
SPD
6
ac
22
hp
205
CMD
6
+18/+13 (20 magic + 5 electricity)
+18/+13 (15 magic)
Commander 6
Effect : Human and Elf followers gain Fearless. WARBAND BUILDING: LG Humans and Elves are legal in your warband.
Special Abilities (5)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
This creature heals 10 hp each time it is subjected to electricity damage
The listed attack type, energy, special ability, or condition does not affect this creature
In addition to the effects of Countersong (see that entry, on page 34), enemies within 6 squares of this creature cannot be put under command by other creatures.
Replaces attacks: line 12; [#] damage
Spells (4)
Sorcerer Spells 5th— hold monster (sight; Paralysis; DC 17)
4th— confusion (sight; radius 2; Confusion, save at the end of each affected creature’s turn; DC 16)
3rd— cure serious wounds (touch; heal 30 hp), fly (touch; target creature gains Flight)
23/60
★
Blood War
BW23-E
CG
VALENAR NOMAD CHARGER
Large Mounted Humanoid – Elf
36
Points
LVL
6
SPD
12
ac
18
hp
65
+11/+11/+6 (10 magic)
—
Special Abilities (5)
Damage +5 against Human enemies
Critical hits on melee rolls of natural [#] and higher
+4 AC against attacks of opportunity
This creature can move at double speed and make a single melee attack at any point during its move
Melee attack +2 and melee damage +5; 1 attack
24/60
★
Blood War
BW24
LG/LE
DRAGONMARK HEIR OF DENEITH
Humanoid – Human
34
Points
LVL
9
SPD
6
ac
20
hp
55
+11/+6 (10 magic)
—
Special Abilities (4)
Can take attack damage instead of an adjacent ally
Has Fearless while under command
This creature gains the listed bonus on melee damage if it is flanking the defender, or if the defender is stunned, helpless, or unable to see the attacking creature
On its turn, if it moves only 1 square, this creature can make all its attacks and does not draw attacks of opportunity
Spells (1)
3rd—protection from energy (touch; target creature gains Immune to energy type of your choice)
25/60
◆
Blood War
BW25
LG/LE
MAUG
Large Construct
41
Points
LVL
8
SPD
6
ac
21
hp
75
+11/+11 (20)
—
Special Abilities (4)
Uses the standard Construct rules
This creature automatically succeeds on morale saves
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
26/60
◆
Blood War
BW26
CG/CE
LIVING FLAMING SPHERE
Ooze
26
Points
LVL
7
SPD
8
ac
13
hp
45
+4 (10 fire)
—
Special Abilities (6)
For every 5 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage
This creature automatically succeeds on morale saves
Can move through 1 enemy's space to deal 10 fire damage; DC 14
Melee attackers take [#] fire damage
The listed attack type, energy, special ability, or condition does not affect this creature
Uses the standard Ooze rules
27/60
◆
Blood War
BW27
LE
ACHERON GOBLIN
Small Humanoid – Goblinoid
7
Points
LVL
4
SPD
4
ac
19
hp
30
+5 (5)
—
Special Abilities (2)
Attack +2 and damage +5 if an allied Goblinoid is adjacent
Whenever this creature attacks an enemy that is adjacent to an allied Goblinoid, it does not count against your limit of activating 2 creatures per phase
28/60
●
Blood War
BW28
LE
BLOOD OF VOL CULTIST
Humanoid – Human
18
Points
LVL
4
SPD
6
ac
16
hp
25
+6 (5 + Bleed)
—
Special Abilities (3)
Living creatures only; 5 damage whenever affected creature activates, until it gains hit points
+5 melee damage if this creature follows an Undead commander
Attack +2 and damage +5 while an allied Undead is adjacent
29/60
●
Blood War
BW29
LE
BLUESPAWN STORMLIZARD
Large Magical Beast – Dragon – Spawn
39
Points
LVL
6
SPD
8
ac
23
hp
70
+13 (20)
—
Special Abilities (5)
Swift: a line between this creature and any other Bluespawn Thunderlizard within 12 squares; 10 electricity damage; DC 19
The listed attack type, energy, special ability, or condition does not affect this creature
Replaces attacks: line 12; 20 electricity damage; DC 19
Melee damage +[#] when charging
Adjacent Spawn gain Immune Electricity
30/60
◆
Blood War
BW30
LE
FIRE GIANT FORGEPRIEST
Large Giant
84
Points
LVL
10
SPD
6
ac
23
hp
150
+20/+15 (20 magic +10 fire)
—
Special Abilities (5)
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.
For every 5 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage
Creatures in your warband deal magic damage
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
31/60
★
Blood War
BW31
LE
GREENSPAWN SNEAK
Small Monstrous Humanoid – Dragon – Spawn
6
Points
LVL
2
SPD
6
ac
19
hp
10
+4/+4 (5)
+6 (5 acid)
Special Abilities (4)
Instead of placing this creature in your starting area at the start of the battle, you may place it in any victory area that does not already contain a creature.
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.
The listed attack type, energy, special ability, or condition does not affect this creature
See Melee Sneak Attack. An ability that affects both Melee and Ranged Sneak Attacks uses the word "any."
32/60
●
Blood War
BW32
LE
HELLCAT
Large Outsider – Devil
43
Points
LVL
8
SPD
8
ac
21
hp
60
+13/+13 (10)
—
Special Abilities (7)
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
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 can use all its melee attacks when charging
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 [#]
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
33/60
★
Blood War
BW33
LE
HORNED DEVIL
Large Outsider – Devil
83
Points
LVL
10
SPD
F6
ac
23
hp
135
+16 (25 magic + Stun)
—
Special Abilities (5)
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
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
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
(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.
Spells (1)
4th—dimension door (self; place this creature in any space it can see at least part of)
34/60
★
Blood War
BW34
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