Can take attack damage instead of an adjacent ally
Has Fearless while under command
Limited Construct immunities only. This creature can still be healed, and effects like critical hits, Dominate, Sneak Attack, and Stun still affect it
Takes 5 less damage from melee and ranged attacks. This does not reduce damage taken with the Bodyguard ability
11/60
◆
War Drums
WD11
LG
WARFORGED CAPTAIN
Construct – Living Construct
46
Points
LVL
6
SPD
4
ac
19
hp
50
CMD
4
+12/+7 (15 magic)
—
Commander 4
Effect : Choose 1 enemy creature at the start of the skirmish. Followers get melee damage +5 against that enemy.
Special Abilities (5)
If this creature's attack roll against a Construct enemy would otherwise be a critical hit, that enemy skips its next turn
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 creature automatically succeeds on morale saves
+2 melee attack and +10 melee damage against Giants
Limited Construct immunities only. This creature can still be healed, and effects like critical hits, Dominate, Sneak Attack, and Stun still affect it
12/60
◆
War Drums
WD12
LG
WARFORGED SCOUT
Small Construct – Living Construct
8
Points
LVL
5
SPD
6
ac
17
hp
35
+5/+5 (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.
Limited Construct immunities only. This creature can still be healed, and effects like critical hits, Dominate, Sneak Attack, and Stun still affect it
Instead of placing this creature in your starting area at the start of the battle, you may place it in any victory area that does not already contain a creature.
13/60
◆
War Drums
WD13
LG
WARPRIEST OF MORADIN
Humanoid – Dwarf
49
Points
LVL
12
SPD
4
ac
19
hp
55
CMD
6
+10 (15 magic)
+7, range 6 (15 magic)
Commander 6
Effect : Moradin’s War Cry (Each out of command enemy within 6 squares that takes damage must make an immediate morale save unless that damage already forces one).
Spells (4)
2nd—deific vengeance (range 6; 10 damage, or 20 damage to Undead; DC 14), divine protection (your warband; +1 AC, save +1)
3rd—close wounds (immediate; range 6; a target that would be reduced to 0 or fewer hp instead has 5 hp remaining)
Effect : Followers gain Whirlwind Attack (On its turn, if this creature moves no more than 1 square, it can make a separate melee attack against each enemy creature within its Melee Reach).
Special Abilities (2)
Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]
Reduce damage of the listed energy type by [#]
15/60
◆
War Drums
WD15
CG
DRAGON TOTEM HERO
Humanoid – Human
58
Points
LVL
9
SPD
8
ac
15
hp
100
CMD
3
+12/+7 (15 magic)
—
Commander 3
Effect : Followers that start their turn within 6 squares gain Combat Rush (If this creature moves 2 or fewer squares, it can use all its melee attacks). WARBAND BUILDING: Dragons of any faction are legal in your warband.
Special Abilities (4)
As Beastmaster, but Dragons only
The listed attack type, energy, special ability, or condition does not affect this creature
Reduce damage of the listed energy type by [#]
Reduce damage of the listed energy type by [#]
16/60
★
War Drums
WD16
CG
DRAGON TOTEM HERO
Humanoid – Human
EPIC
157
Points
LVL
12
SPD
8
ac
23
hp
200
CMD
3
+17/+12 (25 magic)
—
Commander 3
Effect : Followers that start their turn within 6 squares gain Combat Rush (If this creature moves 2 or fewer squares, it can use all its melee attacks). WARBAND BUILDING: Dragons of any faction are legal in your warband.
Special Abilities (3)
As Beastmaster, but Dragons only
The listed attack type, energy, special ability, or condition does not affect this creature
The listed attack type, energy, special ability, or condition does not affect this creature
16/60
★
War Drums
WD16-E
CG
DRAGONNE
Large Magical Beast
36
Points
LVL
9
SPD
F7
ac
18
hp
75
+12/+7 (10)
—
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
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
This creature can use all its melee attacks when charging
Replaces attacks: cone; creatures whose name contains Dragonne get damage +10 against affected creatures
17/60
★
War Drums
WD17
CG
HALFLING SLINGER
Small Humanoid – Halfling
12
Points
LVL
2
SPD
4
ac
16
hp
15
+3 (5)
+7/+7 (5 magic)
Special Abilities (2)
+4 AC against attacks of opportunity
Ranged attack +10 against targets within 6 squares
18/60
●
War Drums
WD18
CG
HUNTING COUGAR
Animal
9
Points
LVL
5
SPD
8
ac
15
hp
40
+5 (5)
—
Special Abilities (1)
Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster
19/60
●
War Drums
WD19
CG
LION OF TALISID
Humanoid – Elf
51
Points
LVL
7
SPD
6
ac
17
hp
50
CMD
3
+8 (10 magic)
—
Commander 3
Effect : Animal followers get melee damage +5.
Special Abilities (2)
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.
This creature automatically succeeds on morale saves
Spells (3)
2nd—cat’s grace (touch; +2 AC, ranged attack +2)
3rd—cure moderate wounds (touch; heal 10 hp)
4th—flame strike (sight; radius 2; 30 fire damage; DC 16)
20/60
◆
War Drums
WD20
CG
MEPHLING PYROMANCER
Small Outsider
38
Points
LVL
7
SPD
6
ac
18
hp
40
+8 (5 magic)
—
Special Abilities (1)
This creature gains the listed bonus on melee damage if it is flanking the defender, or if the defender is stunned, helpless, or unable to see the attacking creature
Spells (4)
Sorcerer Spells 1st—lesser orb of acid (range 6; 5 acid damage, ignore Spell Resistance), lesser orb of fire (range 6; 5 fire damage, ignore Spell Resistance)
3rd—fireball (sight; radius 4; 20 fire damage; DC 15), fly (touch; target creature gains Flight, speed F8)