Effect : Score critical hits with melee attacks on a roll of 19 or 20.
Special Abilities (3)
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
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
Reduce damage of the listed energy type by [#]
76/80
◆
Harbinger
HAR76
CE
TROLL
Large Giant
27
Points
LVL
6
SPD
6
ac
16
hp
60
+9/+9 (10)
—
Special Abilities (5)
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.
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
Heals [#] hp at the start of its turn
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
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 It has now been replaced by Double Damage from ENERGY (see that entry on page 35).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
77/80
★
Harbinger
HAR77
CE
UMBER HULK
Large Aberration
30
Points
LVL
8
SPD
4
ac
18
hp
70
+11/+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.
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
(Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]) Instead of making its normal attacks, this creature can use its Gaze Attack against the nearest enemy or ally.
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
78/80
★
Harbinger
HAR78
CE
WEREWOLF
Humanoid (Human, Shapechanger)
14
Points
LVL
3
SPD
6
ac
16
hp
20
+4/+4 (5)
—
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.
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
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
79/80
◆
Harbinger
HAR79
CE
WORG
Magical Beast
11
Points
LVL
4
SPD
10
ac
14
hp
30
+7 (10)
—
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.
80/80
◆
Harbinger
HAR80
LG
ARCADIAN AVENGER
Outsider
31
Points
LVL
8
SPD
F6
ac
19
hp
65
+10/+10 (10 magic)
—
Special Abilities (4)
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
Immediate: This creature's next melee attack roll is a natural 10
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
After any ally is destroyed, gets +[#] melee damage for the rest of the skirmish
1/60
◆
Night Below
NBL01
LG
BRASS GOLEM
Large Construct
67
Points
LVL
8
SPD
6
ac
23
hp
90
+19 (20 magic)
—
Special Abilities (7)
Needs the listed creature in your warband. Choose it during setup. If it is eliminated, this creature is eliminated too and both score points
Uses the standard Construct rules
This creature automatically succeeds on morale saves
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
Melee damage +[#] when charging
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
2/60
◆
Night Below
NBL02
LG
CHAMPION OF DOL DORN
Humanoid – Dwarf
42
Points
LVL
11
SPD
4
ac
20
hp
95
+14/+9 (15 magic)
—
Special Abilities (3)
Attack +2 against lawful enemies, damage +5 against chaotic enemies
Swift: Melee damage +10 until end of turn, and push Large or smaller enemy up to 1 square on hit
Swift: Adjacent enemies must choose this creature as the target of all their melee attacks until the beginning of this creature's next turn
3/60
◆
Night Below
NBL03
LG
DEEP LEGIONNAIRE
Small Humanoid – Gnome
7
Points
LVL
3
SPD
4
ac
20
hp
25
+4 (5)
—
Special Abilities (4)
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
+2 AC when adjacent to an ally with Phalanx Fighting
On its turn, if this creature does not move, it gains DR 5 until the beginning of its next turn
Swift: Place this creature in any square up to 4 squares away that it can see at least part of
4/60
●
Night Below
NBL04
LG
DELVER SERGEANT
Humanoid – Human
15
Points
LVL
3
SPD
6
ac
14
hp
20
CMD
3
+4 (5 fire)
—
Commander 3
Effect : Efficient Orders (Each phase, 1 creature that activates within 6 squares does not count against your limit of 2 activations per phase).
Special Abilities (3)
Creatures within 6 squares do not benefit from Conceal, Hide, or Invisible
This creature can act normally on any turn that it rallies
Can benefit from other commanders' Commander Effects as though it were a follower