Dungeon & Dragon Miniatures
CG
CLERIC OF SUNE
Humanoid – Human
34
Points
LVL
7
SPD
6
ac
17
hp
50
CMD
3
+8 (5 magic)
—
Commander 3
Effect : Allied and enemy Humanoids get melee attack +2 and melee damage +5.
Special Abilities (2)
A Humanoid that makes a melee attack against this creature must save or that attack automatically misses; DC 17
(Replaces attacks) This creature can attempt to turn the nearest Undead creature (enemy or ally) of the listed level or lower.
Spells (4)
4th—castigate (radius 2, centered on caster; 10 damage to enemy creatures, or 20 damage to LE creatures, can cast while adjacent to enemy; DC 16)
3rd—cure serious wounds (touch; heal 20 hp), legion’s magic weapon (your warband; attack +1, ignore DR), suggestion (range 6; Confusion, save at the end of affected creature’s turn; DC 15)
15/60
◆
Unhallowed
UNH15
CG
DWARF BATTLERAGER
Humanoid – Dwarf
17
Points
LVL
7
SPD
7
ac
12
hp
35
+5/+5 (10)
—
Special Abilities (3)
If this creature has taken damage, it gets melee attack +4 and melee damage +10 until the end of the skirmish
+[#] AC against the named creature type
This creature automatically succeeds on morale saves
16/60
●
Unhallowed
UNH16
CG
HALFLING BRAWLER
Small Humanoid – Halfling
15
Points
LVL
5
SPD
6
ac
13
hp
35
+7/+7 (10)
+7, range 6 (10 + Double Throw)
Special Abilities (2)
Melee damage +5 to larger enemies
When this creature makes a ranged attack, it can immediately make 1 extra ranged attack against the same target
17/60
◆
Unhallowed
UNH17
CG
LARGE ASTRAL CONSTRUCT
Large Construct
43
Points
LVL
7
SPD
6
ac
19
hp
70
+13/+13 (15)
—
Special Abilities (4)
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
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
During setup, choose 1 effect: Energy Damage (Melee damage +5 fire or +5 cold; choose type during setup), Flight and Speed +4, Melee attack +4, +4 AC, or Spell Resistance (May ignore spells unless the caster rolls 11+)
18/60
★
Unhallowed
UNH18
CG
LARGE BRASS DRAGON
Large Dragon
50
Points
LVL
10
SPD
F9
ac
19
hp
90
+10/+8/+8 (15)
—
Special Abilities (6)
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
Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]
Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]
For every 5 points of the specified energy damage dealt to this creature, it takes an additional 5 points of that same damage
The listed attack type, energy, special ability, or condition does not affect this creature
Whenever an enemy misses this creature with a melee attack, reroll the enemy's attack against one of its allies within its Melee Reach
19/60
★
Unhallowed
UNH19
CG
LYRANDAR SKYFIRE CAPTAIN
Humanoid – Elf
55
Points
LVL
8
SPD
6
ac
18
hp
45
CMD
3
+9/+4 (5 magic)
+12/+7 (10 magic + 5 fire)
Commander 3
Effect : Enemies lose Flight.
Special Abilities (1)
Immediately after setup, this creature may cast 2 of its spells upon itself or an adjacent ally
Spells (4)
4th—speed weapon augmentation (touch; choose a ranged attack or melee attack; target creature gains an extra attack of the chosen type on each of its turns)
3rd—fiery weapon augmentation (touch; choose ranged attacks or melee attacks; target creature gains damage +5 fire with the attack type chosen)
2nd—cat’s grace (touch; +2 AC, ranged attack +2)
1st—energy alteration (touch; choose ranged attacks or melee attacks; acid, cold, electricity, or fire energy damage on the chosen attacks changes to another energy type [acid, cold, electricity, or fire]; DC 13)
20/60
★
Unhallowed
UNH20
CG
MARID
Large Outsider
46
Points
LVL
8
SPD
6
ac
19
hp
70
+10/+5 (20)
—
Special Abilities (4)
Replaces attacks: range 6; destroy living creature with 60 or fewer hp; DC 17
+[#] damage against enemies with Immune Fire
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
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)
3rd—quench (range 6; this creature and target creature gain Resist 10 Fire)
21/60
◆
Unhallowed
UNH21
CG
PSEUDODRAGON
Tiny Dragon
12
Points
LVL
2
SPD
F8
ac
18
hp
15
+4 (5 + Sleep Poison)
—
Special Abilities (5)
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
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.
Sleep; DC [#]
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
If this creature puts an enemy to sleep, choose 1 spellcaster in your warband within 6 squares; that spellcaster gains 1 extra use of your choice of 1 of its spells. Does not apply to Psionics
22/60
◆
Unhallowed
UNH22
CG
RAT SWARM
Large Animal
17
Points
LVL
4
SPD
6
ac
14
hp
35
+5 (5 + Black Death)
—
Special Abilities (7)
Living creatures only; attack -1 whenever the affected creature activates; this penalty is cumulative, but a creature can be affected by only one Black Death effect at a time; DC 15, save at the end of each affected creature's turn
This creature automatically succeeds on morale saves
Damage from melee and ranged attacks is reduced to 5
Can't make attacks of opportunity, but still threatens adjacent squares. Older cards called this Tiny Reach
Replaces attacks: Each adjacent creature makes a save against this creature’s Black Death
Can move through 1 smaller enemy's space to use Black Death only; DC 15
Instead of placing this creature in your starting area at the start of the skirmish, place it in a random victory area. If this creature enters the battle map after the first turn, it enters like any other creature
23/60
◆
Unhallowed
UNH23
CG
STORMRAGE SHAMBLER
Large Plant
72
Points
LVL
8
SPD
6
ac
17
hp
120
+15/+15 (25)
—
Special Abilities (5)
Always out of command
This creature heals 10 hp each time it is subjected to electricity 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
Uses the standard Plant rules
24/60
◆
Unhallowed
UNH24
CG
VIRTUOUS CHARGER
Large Mounted Humanoid – Elf – Magical Beast
40
Points
LVL
7
SPD
12
ac
18
hp
85
+11/+9 (15 magic/10)
—
Special Abilities (4)
This creature and adjacent allies get +2 AC against evil creatures
The listed attack type, energy, special ability, or condition does not affect this creature
Move up to [#] squares and still use all melee attacks
+[#] damage if this creature moved at least 2 squares this turn
Spells (2)
4th—neutralize poison (touch; remove Poison, and target creature gains Immune Poison)
2nd—cure moderate wounds (touch; heal 10 hp)
25/60
★
Unhallowed
UNH25
CG
WILD ELF WARSINGER
Humanoid – Elf
9
Points
LVL
3
SPD
8
ac
16
hp
20
+8 (10)
—
Special Abilities (3)
Morale save -[#] for enemies threatened by this creature
Undead within 6 squares take 5 damage whenever this creature activates
Allies that activate within line of sight of this creature gain Powerful Charge +10 [Melee damage +10 when charging] until end of turn
26/60
●
Unhallowed
UNH26
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