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.
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]
03/80
●
Harbinger
HAR03
LG
EMBER, HUMAN MONK
Humanoid (Human)
18
Points
LVL
6
SPD
10
ac
20
hp
35
+7/+7 (5 magic)
—
Special Abilities (5)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
This creature gets a +4 bonus to its AC against ranged attacks
+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 = [#]
(DC [#]) Declare before the melee attack. If it hits and deals damage, the target must save or be stunned
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
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 (1)
4th—dimension door (unlimited uses) (self; place this creature in any space it can see at least part of).
07/80
★
Harbinger
HAR07
LG
HUMAN COMMONER
Humanoid (Human)
3
Points
LVL
1
SPD
6
ac
10
hp
5
+0 (5)
—
Special Abilities (1)
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.
08/80
●
Harbinger
HAR08
LG
LARGE EARTH ELEMENTAL
Large Elemental
35
Points
LVL
8
SPD
4
ac
18
hp
70
+4/+4 (25)
—
Special Abilities (6)
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
Can move underground instead of on the surface at the listed speed. If it burrows, it uses that mode for all movement that turn and ignores terrain affecting surface movement
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.
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 make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
09/80
★
Harbinger
HAR09
LG
MAN-AT-ARMS
Humanoid (Human)
3
Points
LVL
1
SPD
4
ac
19
hp
5
+3 (5)
—
10/80
●
Harbinger
HAR10
LG
SUN SOUL INITIATE
Humanoid (Human)
8
Points
LVL
3
SPD
8
ac
15
hp
15
+3/+3 (5)
—
Special Abilities (4)
This creature gets a +4 bonus to its AC against ranged attacks
+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 = [#]
(DC [#]) Declare before the melee attack. If it hits and deals damage, the target must save or be stunned
11/80
◆
Harbinger
HAR11
LG
SWORD OF HEIRONEOUS
Humanoid (Human)
29
Points
LVL
5
SPD
4
ac
20
hp
35
CMD
7
+8 (10 magic)
—
Commander 7
Effect : +1 AC.
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)
2nd—cure moderate wounds (touch; heal 10 hp).
12/80
★
Harbinger
HAR12
LG
TORDEK, DWARF FIGHTER
Humanoid (Dwarf)
5
Points
LVL
1
SPD
4
ac
17
hp
15
+5 (5)
—
Special Abilities (2)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
Add this number to the die roll whenever this creature makes a save. Older cards may show this as Save +/- [#] or Save = [#]