2nd— fireburst (each adjacent creature; 15 fire damage, can cast while adjacent to enemy; DC 14)
38/60
◆
Aberrations
ABE38
LE
MIND FLAYER TELEPATH
Aberration
38
Points
LVL
8
SPD
6
ac
15
hp
45
+8/+8 (5)
—
Special Abilities (4)
Replaces attacks: cone; Stun; DC [#]
Replaces attacks: enemy noncommander creatures are out of command until end of round
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second 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
39/60
★
Aberrations
ABE39
LE
MONGRELFOLK
Humanoid (Goblinoid, Kobold, Mongrelfolk, Orc)
3
Points
LVL
1
SPD
4
ac
13
hp
5
+0 (5)
—
Special Abilities (1)
On stat cards printed before the War Drumsset, this ability referred to setting up on feature tiles whose name contain the word "Cave." On battle maps, creatures with the Cave Setup ability can opt to set up in any victory area that...
40/60
●
Aberrations
ABE40
LE
MYCONID GUARD
Plant
9
Points
LVL
4
SPD
4
ac
12
hp
25
+5 (5 + Pacification Spores)
—
Special Abilities (1)
Living creature can't make melee or ranged attacks until after its next turn; DC 15
41/60
●
Aberrations
ABE41
LE
SAHUAGIN RANGER
Monstrous Humanoid
15
Points
LVL
4
SPD
6
ac
18
hp
35
+10 (10 magic)
—
Special Abilities (2)
Melee attack +2, melee damage +10 against Elves
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]
42/60
◆
Aberrations
ABE42
LE
SILENT WOLF GOBLIN
Small Humanoid (Goblin, Goblinoid)
12
Points
LVL
3
SPD
7
ac
17
hp
20
+3/+3 (5)
—
Special Abilities (1)
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
43/60
●
Aberrations
ABE43
LE
SKULLSPLITTER
Humanoid (Human)
28
Points
LVL
4
SPD
6
ac
16
hp
40
CMD
2
+9 (15)
—
Commander 2
Effect : Tyrannical Morale +4
Special Abilities (1)
+4 attack and +5 damage against out-of-command or routing creatures
44/60
★
Aberrations
ABE44
LE/CE
FLESH GOLEM
Large Construct
51
Points
LVL
9
SPD
6
ac
18
hp
80
+10 (15)
—
Special Abilities (5)
Acts as though confused if it activates when out of command
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
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
This creature is never affected by a spell that allows a Spell Resistance roll, and it can't choose not to resist such a spell
45/60
★
Aberrations
ABE45
CE
CARRION TRIBE BARBARIAN
Humanoid (Human)
12
Points
LVL
3
SPD
8
ac
10
hp
45
+8 (10)
—
46/60
●
Aberrations
ABE46
CE
CHOKER
Small Aberration
14
Points
LVL
3
SPD
4
ac
17
hp
15
+6 (5 + Constrict)
—
Special Abilities (5)
On stat cards printed before the War Drumsset, this ability referred to setting up on feature tiles whose name contain the word "Cave." On battle maps, creatures with the Cave Setup ability can opt to set up in any victory area that...
Constrains the target; exact size and DC vary by card
Can take 2 turns in each round; each turn counts as 1 of your activations in that phase
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.
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
47/60
◆
Aberrations
ABE47
CE
CHUUL
Large Aberration
51
Points
LVL
11
SPD
6
ac
22
hp
95
+12/+12 (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 one enemy with both melee attacks on the same turn, Paralysis, DC 19; damage +15 to second attack
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]