Effect : Each follower gets melee attack +2, or melee attack +4 if it has Psionics.
Special Abilities (2)
Replaces attacks: sight; 20 damage; DC 18
This creature can deal additional damage with a melee attack against an enemy of the specified kind, type, or alignment.
Spells (1)
Psionics 10 pp—hostile empathic transfer 5 pp (touch, only when wounded; 25 damage and this creature heals the amount of damage dealt; DC 15)
33/60
◆
War Drums
WD33
LE
KARRNATHI ZOMBIE
Undead
11
Points
LVL
3
SPD
4
ac
22
hp
20
+5 (5)
—
Special Abilities (3)
This creature automatically succeeds on morale saves
master (such as Dragonmaster) do not affect creatures with Natural Soul.
[#] named creatures count as 1 for warband construction
34/60
◆
War Drums
WD34
LE
KHUMAT
Large Outsider
51
Points
LVL
10
SPD
6
ac
22
hp
95
+15 (20 + Jaws of Doom)
—
Special Abilities (2)
A smaller enemy that takes damage from this attack must make an immediate morale save unless that damage already forces one
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
35/60
★
War Drums
WD35
LE
LARGE DUERGAR
Large Humanoid – Dwarf
15
Points
LVL
4
SPD
5
ac
16
hp
45
+7 (15)
—
Special Abilities (3)
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
+2 melee attack and +5 melee damage against smaller enemies
36/60
◆
War Drums
WD36
LE
NIGHT HAG
Outsider
43
Points
LVL
8
SPD
4
ac
22
hp
70
+12 (15 magic)
—
Special Abilities (5)
Invisible until it attacks or casts a spell
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
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
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 (2)
1st—magic missile (unlimited uses) (sight; 5 damage), ray of enfeeblement (range 6; attack –2, damage –5 [minimum 5])
37/60
★
War Drums
WD37
LE
SHULUTH, ARCHVILLAIN
Aberration – Mind Flayer
59
Points
LVL
10
SPD
6
ac
19
hp
65
CMD
5
+11/+11 (10 magic/10)
—
Commander 5
Effect : Disorienting Presence (Each active enemy that activates within 6 squares must move at least 1 square at the start of its turn; DC 16).
Special Abilities (5)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
If this creature's melee attack destroys an enemy, the DCs of this creature's spells, special abilities, and Commander Effect increase by 4 for the rest of the skirmish
Replaces attacks: cone; Stun; DC [#]
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
Critical hit: Stun the enemy
Spells (1)
5th—halt mind (sight; Stun; DC 16)
38/60
★
War Drums
WD38
LE
SHULUTH, ARCHVILLAIN
Aberration – Mind Flayer
EPIC
208
Points
LVL
13
SPD
6
ac
25
hp
200
CMD
5
+21/+21 (20 magic/10)
—
Commander 5
Effect : Disorienting Presence (Each active enemy that activates within 6 squares must move at least 1 square at the start of its turn; DC 20).
Special Abilities (6)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
If this creature's melee attack destroys an enemy, the DCs of this creature's spells, special abilities, and Commander Effect increase by 4 for the rest of the skirmish
Replaces attacks: cone; Stun; DC [#]
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
Critical hit: Stun the enemy
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)
5th—halt mind (sight; Stun; DC 20)
38/60
★
War Drums
WD38-E
LE
SKELETAL LEGIONNAIRE
Undead
4
Points
LVL
1
SPD
4
ac
20
hp
5
+1 (5)
—
Special Abilities (3)
This creature automatically succeeds on morale saves
The listed attack type, energy, special ability, or condition does not affect this creature
+2 AC when adjacent to an ally with Phalanx Fighting
39/60
●
War Drums
WD39
LE
SNIG, WORG RIDER
Large Mounted Humanoid – Goblin – Goblinoid
42
Points
LVL
6
SPD
10
ac
19
hp
50
CMD
1
+11/+6 (10 magic)
—
Commander 1
Effect : Small followers get melee damage +5.
Special Abilities (3)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
([#] CREATUREs [with total cost [#] ]) If you add this creature to your warband, you also get the listed creatures.
This creature can move at double speed and make a single melee attack at any point during its move
40/60
★
War Drums
WD40
LE
TERROR WIGHT
Undead
20
Points
LVL
6
SPD
6
ac
15
hp
40
+5 (10 + Life Drain)
—
Special Abilities (4)
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 destroys a Medium living enemy, roll 1d20: On a result of 16+, you can immediately place 1 creature named Terror Wight in the space previously occupied by that enemy; that Terror Wight is now part of your warband...
This creature automatically succeeds on morale saves
If target is a living creature, this creature gets +[#] hp [maximum [#] hp]
41/60
●
War Drums
WD41
LE
WAR TROLL
Large Monstrous Humanoid
69
Points
LVL
10
SPD
6
ac
24
hp
100
+18 (25)
+10 (15)
Special Abilities (3)
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
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
42/60
★
War Drums
WD42
LE
WAR TROLL
Large Monstrous Humanoid
EPIC
202
Points
LVL
10
SPD
6
ac
29
hp
140
+23/+18/+13 (25)
+15/+10 (15)
Special Abilities (5)
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
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
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
(DC [#]) Declare before the melee attack. If it hits and deals damage, the target must save or be stunned