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
50/80
★
Harbinger
HAR50
LE
MUMMY
Undead
36
Points
LVL
8
SPD
4
ac
20
hp
55
+11 (15)
—
Special Abilities (4)
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.
Morale save -[#] for enemies threatened by this creature
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 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 It has now been replaced by Double Damage from ENERGY (see that entry on page 35).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
51/80
★
Harbinger
HAR51
LE
WIGHT
Undead
13
Points
LVL
4
SPD
6
ac
15
hp
25
+3 (5 + Level Drain)
—
Special Abilities (2)
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
Whenever this creature's melee attack deals damage to a living creature, the damaged creature gets attack -1 and save -1, and this creature gets +5 hp
52/80
◆
Harbinger
HAR52
LE
WRAITH
Undead
29
Points
LVL
5
SPD
F8
ac
15
hp
30
+10 (5 + Constitution Drain)
—
Special Abilities (3)
This creature is ghostly and insubstantial. Any time this creature would be damaged by an attack, or by a spell or special ability, the acting player rolls 1d20.
Whenever this creature's melee attack deals damage to a living creature, the damaged creature must make a save, or it takes damage +[#] and this creature gets +[#] hp; DC [#]
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
53/80
★
Harbinger
HAR53
LE/CE
OWLBEAR
Large Magical Beast
22
Points
LVL
5
SPD
6
ac
15
hp
50
+9/+9 (10)
—
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.
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
54/80
★
Harbinger
HAR54
LE/CE
SKELETON
Undead
4
Points
LVL
1
SPD
4
ac
17
hp
5
+1 (5)
—
Special Abilities (1)
The listed attack type, energy, special ability, or condition does not affect this creature
55/80
●
Harbinger
HAR55
LE/CE
TROGLODYTE ZOMBIE
Undead
10
Points
LVL
4
SPD
3
ac
16
hp
30
+3 (5)
—
56/80
◆
Harbinger
HAR56
LE/CE
WOLF SKELETON
Undead
9
Points
LVL
2
SPD
10
ac
15
hp
15
+2 (5)
—
Special Abilities (1)
The listed attack type, energy, special ability, or condition does not affect this creature
57/80
●
Harbinger
HAR57
LE/CE
ZOMBIE
Undead
4
Points
LVL
2
SPD
3
ac
11
hp
15
+2 (5)
—
58/80
●
Harbinger
HAR58
CE
CLERIC OF GRUUMSH
Humanoid (Orc)
21
Points
LVL
4
SPD
4
ac
16
hp
20
CMD
3
+6 (10)
—
Commander 3
Effect : Followers gain Cleave. WARBAND BUILDING: Orcs and Half-Orcs of any faction are legal in your warband.
Spells (3)
1st—doom (sight; attack –2; DC 13)
2nd—inflict moderate wounds (touch; 10 damage; DC 14), bear’s endurance (touch; target living creature gains +10 hp).
59/80
★
Harbinger
HAR59
CE
DROW ARCHER
Humanoid (Elf)
14
Points
LVL
2
SPD
6
ac
17
hp
15
+3 (5)
+7 (5)
Special Abilities (2)
Whenever this creature shoots into melee, the defender doesn't get the AC bonus
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
60/80
◆
Harbinger
HAR60
CE
DROW CLERIC OF LOLTH
Humanoid (Elf)
42
Points
LVL
6
SPD
4
ac
19
hp
35
CMD
5
+5 (5)
—
Commander 5
Effect : Followers deal melee damage +5 to flanked creatures.
Special Abilities (2)
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
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 (4)
1st—cause fear (range 6; target creature of level 5 or below makes a morale save), magic weapon (touch; attack +1, ignore DR)
2nd—inflict moderate wounds (touch; 10 damage; DC 14)
3rd—slashing darkness (sight; 10 damage, or heal undead 10 hp).