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
62/80
◆
Harbinger
HAR62
CE
GHOUL
Undead
14
Points
LVL
2
SPD
6
ac
14
hp
15
+4 (5 + Ghoul Touch)
—
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.
Paralysis; exact DC and restrictions vary by card
63/80
●
Harbinger
HAR63
CE
GNOLL
Humanoid (Gnoll)
3
Points
LVL
2
SPD
6
ac
15
hp
10
+1 (10)
—
64/80
◆
Harbinger
HAR64
CE
HALF-ORC ASSASSIN
Humanoid (Orc)
15
Points
LVL
6
SPD
6
ac
18
hp
25
+6/+6 (5)
—
Special Abilities (3)
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.
On its turn, if it moves only 1 square, this creature can make all its attacks and does not draw attacks of opportunity
See Melee Sneak Attack. An ability that affects both Melee and Ranged Sneak Attacks uses the word "any."
65/80
◆
Harbinger
HAR65
CE
HUMAN BANDIT
Humanoid (Human)
3
Points
LVL
1
SPD
6
ac
16
hp
5
+2 (5)
—
66/80
●
Harbinger
HAR66
CE
HYENA
Animal
4
Points
LVL
2
SPD
10
ac
14
hp
15
+3 (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.
67/80
●
Harbinger
HAR67
CE
KUO-TOA
Monstrous Humanoid (Aquatic)
5
Points
LVL
2
SPD
4
ac
16
hp
10
+3 (5)
+2, range 6 (5)
Special Abilities (2)
The listed attack type, energy, special ability, or condition does not affect this creature
Reduce damage of the listed energy type by [#]
68/80
●
Harbinger
HAR68
CE
LARGE FIRE ELEMENTAL
Large Elemental
50
Points
LVL
8
SPD
10
ac
19
hp
60
+10/+10 (10 + 5 fire)
—
Special Abilities (8)
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
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
Melee attackers take [#] fire damage
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
+4 AC against attacks of opportunity
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
69/80
★
Harbinger
HAR69
CE
MINOTAUR
Large Monstrous Humanoid
17
Points
LVL
6
SPD
6
ac
14
hp
40
+7/+2 (20)
—
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.
Melee damage +[#] when charging
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
70/80
★
Harbinger
HAR70
CE
OGRE
Large Giant
13
Points
LVL
4
SPD
6
ac
16
hp
30
+8 (15)
—
Special Abilities (1)
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
71/80
★
Harbinger
HAR71
CE
ORC ARCHER
Humanoid (Orc)
8
Points
LVL
2
SPD
6
ac
13
hp
10
+5 (5)
+3 (5)
72/80
◆
Harbinger
HAR72
CE
ORC BERSERKER
Humanoid (Orc)
8
Points
LVL
1
SPD
8
ac
12
hp
15
+6 (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.
This creature automatically succeeds on morale saves