Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
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.
26/80
◆
Harbinger
HAR26
CG
LIDDA, HALFLING ROGUE
Small Humanoid (Halfling)
4
Points
LVL
1
SPD
4
ac
16
hp
5
+1 (5)
+4 (5)
Special Abilities (4)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
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't make a [melee/ranged] attack and move in the same turn
See Melee Sneak Attack. An ability that affects both Melee and Ranged Sneak Attacks uses the word "any."
27/80
◆
Harbinger
HAR27
CG
NEBIN, GNOME ILLUSIONIST
Small Humanoid (Gnome)
18
Points
LVL
4
SPD
4
ac
15
hp
20
+2 (5)
—
Special Abilities (1)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
Effect : Animal and Magical Beast followers gain Save +2.
Special Abilities (2)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
Animals and Magical Beasts in your warband whose Level (Save) number is equal to or lower than this creature's Beastmaster rating are treated as if they did not have the Difficult or Wild special abilities.
Spells (4)
1st—magic fang (touch, Animal or Magical Beast only; attack +1, ignore DR), produce flame (sight; 5 fire damage)
Whenever this creature shoots into melee, the defender doesn't get the AC bonus
31/80
◆
Harbinger
HAR31
LG/LE
AZER RAIDER
Outsider
5
Points
LVL
2
SPD
6
ac
19
hp
10
+3 (5 + 5 fire)
—
Special Abilities (2)
The listed attack type, energy, special ability, or condition does not affect this creature
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 It has now been replaced by Double Damage from ENERGY (see that entry on page 35).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
32/80
◆
Harbinger
HAR32
LG/LE
HALF-ORC MONK
Humanoid (Orc)
17
Points
LVL
4
SPD
8
ac
14
hp
25
+7/+7 (10 magic)
—
Special Abilities (3)
This creature gets a +4 bonus to its AC against ranged attacks
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
33/80
◆
Harbinger
HAR33
ANY
DIRE BOAR
Large Animal
23
Points
LVL
7
SPD
8
ac
15
hp
50
+12 (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.
When this creature's hp are reduced to 0 or lower, it can make 1 immediate melee attack
34/80
★
Harbinger
HAR34
ANY
LIZARDFOLK
Humanoid (Reptilian)
5
Points
LVL
2
SPD
6
ac
17
hp
10
+2 (5)
—
35/80
◆
Harbinger
HAR35
ANY
SHAMBLING MOUND
Large Plant
30
Points
LVL
8
SPD
4
ac
20
hp
60
+11 (15)
—
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.
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
36/80
★
Harbinger
HAR36
ANY
WOLF
Animal
5
Points
LVL
2
SPD
10
ac
14
hp
15
+3 (5)
—
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.
(DC [#]) Declare before the melee attack. If it hits and deals damage, the target must save or be stunned