Effect : +4 AC against creatures that have moved this turn.
Special Abilities (3)
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]
At the start of its turn, this creature gains +2 AC, Save +2, and melee damage +5; the effect ends if this creature moves
+2 melee attack and +10 melee damage against Giants
02/60
★
Dragoneye
DRA02
LG
GNOME FIGHTER
Small Humanoid (Gnome)
6
Points
LVL
2
SPD
3
ac
21
hp
20
+5 (5)
—
03/60
●
Dragoneye
DRA03
LG
GOLD CHAMPION
Dragon
51
Points
LVL
6
SPD
4
ac
25
hp
60
+15/+10 (15 magic)
—
Special Abilities (2)
Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]
The listed attack type, energy, special ability, or condition does not affect this creature
04/60
★
Dragoneye
DRA04
LG
HUMAN CROSSBOWMAN
Humanoid (Human)
7
Points
LVL
1
SPD
4
ac
16
hp
10
+1 (5)
+3 (5)
Special Abilities (1)
Can't make a [melee/ranged] attack and move in the same turn
05/60
●
Dragoneye
DRA05
LG
LION FALCON MONK
Humanoid (Human)
36
Points
LVL
8
SPD
10
ac
19
hp
45
+6/+6 (10 magic)
—
Special Abilities (7)
This creature is always under command. It can rally itself as a commander does, though without a commander it adds only its own Level (Save) number to the morale save, as if it were being rallied by a Commander 0
This creature gets a +4 bonus to its AC against ranged attacks
This creature automatically succeeds on morale saves
+4 AC against attacks of opportunity
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]
This creature can deal additional damage with a melee attack against an enemy of the specified kind, type, or alignment.
(DC [#]) Declare before the melee attack. If it hits and deals damage, the target must save or be stunned
06/60
★
Dragoneye
DRA06
LG
PURPLE DRAGON KNIGHT
Humanoid (Human)
45
Points
LVL
8
SPD
4
ac
22
hp
65
CMD
6
+13/+8 (15 magic)
—
Commander 6
Effect : Followers successfully rallied by this creature can take their turn normally.
Spells (1)
3rd—fear (cone; morale save)
07/60
★
Dragoneye
DRA07
LG
STALWART PALADIN
Humanoid (Human)
9
Points
LVL
2
SPD
4
ac
20
hp
20
+5 (5)
—
Special Abilities (2)
This creature automatically succeeds on morale saves
This creature can deal additional damage with a melee attack against an enemy of the specified kind, type, or alignment.
Spells (1)
1st—cure light wounds (touch; heal 5 hp)
08/60
◆
Dragoneye
DRA08
LG
STONECHILD
Outsider
12
Points
LVL
2
SPD
4
ac
19
hp
20
+6 (15)
+3, range 6 (Magic Stone)
Special Abilities (1)
5 magic damage; or 10 magic damage to Undead
09/60
●
Dragoneye
DRA09
LG
DWARVEN WEREBEAR
Humanoid (Dwarf, Shapechanger)
23
Points
LVL
4
SPD
4
ac
17
hp
30
+9 (15 magic)
—
Special Abilities (2)
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
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]
10/60
◆
Dragoneye
DRA10
LG/CG
DIRE LION
Large Animal
32
Points
LVL
8
SPD
8
ac
15
hp
60
+13/+13 (10)
—
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.
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
11/60
★
Dragoneye
DRA11
LG/CG
REGDAR, HUMAN FIGHTER
Humanoid (Human)
6
Points
LVL
1
SPD
4
ac
15
hp
10
+4 (10)
—
Special Abilities (2)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
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.
12/60
◆
Dragoneye
DRA12
CG
BLADESINGER
Humanoid (Elf)
34
Points
LVL
10
SPD
8
ac
21
hp
55
CMD
3
+15/+10 (5 magic)
—
Commander 3
Effect : Followers that moved before attacking this turn gain attack +3.
Special Abilities (3)
+4 AC against attacks of opportunity
Can cast 1 spell as a swift action
This creature can cast spells even when in a square threatened by an enemy
Spells (2)
1st—magic missile (sight; 5 damage)
2nd—daze monster (sight; Stun, creature of 6th level or lower; DC 14)