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
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
This creature's first melee attack of a skirmish gets attack +20 and automatically succeeds against Conceal
Spells (1)
1st—chill touch (unlimited uses) (touch; 5 damage to living creature, or Turn Undead 20 to Undead creature)
43/60
★
War Drums
WD43
CE
BLOOD GHOST BERSERKER
Humanoid – Bugbear – Goblinoid
37
Points
LVL
5
SPD
8
ac
8
hp
65
+11 (30 magic)
—
Special Abilities (2)
This creature automatically succeeds on morale saves
+6 AC against ranged attacks
44/60
◆
War Drums
WD44
CE
CHIMERA
Large Magical Beast
50
Points
LVL
9
SPD
F6
ac
19
hp
75
+12/+12/+12 (15/10/5)
—
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
Replaces attacks: line 12; 20 acid damage; DC 17
Replaces attacks: cone; affected creatures with 50 or fewer hp make a morale save
Melee damage +15 when charging
45/60
★
War Drums
WD45
CE
DERRO
Small Monstrous Humanoid
11
Points
LVL
3
SPD
4
ac
19
hp
15
+4 (5)
—
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
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
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
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)
2nd—sound burst (range 6; radius 2; 5 sonic damage and Stun; DC 14 negates)
46/60
●
War Drums
WD46
CE
FIENDISH GIRALLON
Large Magical Beast
36
Points
LVL
7
SPD
8
ac
16
hp
60
+12/+12 (10 magic)
—
Special Abilities (4)
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#] to second attack
Reduce damage of the listed energy type by [#]
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
47/60
◆
War Drums
WD47
CE
FROST DWARF
Humanoid – Dwarf
11
Points
LVL
7
SPD
4
ac
13
hp
40
+7 (10)
—
Special Abilities (2)
+5 damage against creatures with Immune Fire
The listed attack type, energy, special ability, or condition does not affect this creature
Spells (1)
1st—chill touch (touch; 5 damage to living creature, or Turn Undead 20 to Undead creature)
48/60
◆
War Drums
WD48
CE
HILL GIANT BARBARIAN
Large Giant
78
Points
LVL
8
SPD
10
ac
17
hp
155
+12/+7 (35)
—
Special Abilities (3)
Takes 5 damage at end of turn until it makes a melee attack
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
49/60
◆
War Drums
WD49
CE
HILL GIANT CHIEFTAIN
Large Giant
95
Points
LVL
10
SPD
8
ac
19
hp
135
CMD
2
+16/+11 (20)
+11 (20)
Commander 2
Effect : Followers get +10 AC against attacks of opportunity by smaller creatures.
Special Abilities (3)
As Beastmaster, but Giants only
Attack +4 and damage +10 against Large or larger enemies
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
50/60
★
War Drums
WD50
CE
HORDE ZOMBIE
Undead
14
Points
LVL
2
SPD
6
ac
14
hp
20
+6 (10)
—
Special Abilities (3)
This creature automatically succeeds on morale saves
At the end of each round, if you control at least 2 creatures named Horde Zombie, place 1 creature named Horde Zombie in your starting area
Can't attack and move on the same turn
51/60
●
War Drums
WD51
CE
HOWLING ORC
Humanoid – Orc
15
Points
LVL
3
SPD
8
ac
14
hp
30
+6 (20)
—
Special Abilities (2)
Once per turn, after this creature's melee attack destroys an enemy (even during an attack of opportunity), it can immediately make one extra melee attack against another enemy.
As long as you control no higher-level creature within 6 squares, this creature gets melee damage +5
52/60
●
War Drums
WD52
CE
KING OBOULD MANY-ARROWS
Humanoid – Orc
65
Points
LVL
9
SPD
8
ac
17
hp
85
CMD
4
+15/+10 (15 magic + 5 fire)
—
Commander 4
Effect : Whenever a follower hits with a melee attack on its turn, choose whether it counts against your limit of activating 2 creatures per phase.
Special Abilities (4)
Only 1 creature with that name in your warband. Opponents and teammates may each have their own copy
When this creature's hp are reduced to 0 or lower, it can make 1 immediate melee attack
Your warband cannot include any other commanders
The listed attack type, energy, special ability, or condition does not affect this creature
53/60
★
War Drums
WD53
CE
OGRE WAR HULK
Large Giant
56
Points
LVL
8
SPD
8
ac
13
hp
90
+13 (30)
—
Special Abilities (2)
Can make melee attacks against enemies up to [#] squares away. Use ranged-attack line of sight and cover rules for these attacks
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