Dungeon & Dragon Miniatures
LG
WEREBEAR
Large Humanoid (Shapechanger)
30
Points
LVL
7
SPD
6
ac
17
hp
60
+13/+9 (15/10)
—
Special Abilities (2)
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
13/60
◆
Angelfire
AF13
CG
ARCHMAGE
Humanoid (Human)
98
Points
LVL
10
SPD
F8
ac
20
hp
75
+8/+3 (10 magic)
—
Special Abilities (7)
This creature is always under command. It can rally itself as a commander does, though without a commander it adds only its own Level (Save) number to the morale save, as if it were being rallied by a Commander 0
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
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
Can cast 1 spell as a swift action
Roll twice to overcome Spell Resistance
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 (5)
3rd—empowered magic missile (unlimited uses) (sight; 15 damage)
4th—dimension door (self; place this creature in any space it can see at least part of), empowered Melf’s acid arrow (sight; 20 acid damage, ignore Spell Resistance)
7th—banishment (range 6; destroy target Outsider or target summoned creature with 75 or fewer hp; DC 20), Mordenkainen’s sword (range 6; 15 magic damage whenever target creature activates; can be cast multiple times on same creature)
14/60
★
Angelfire
AF14
CG
CELESTIAL PEGASUS
Large Magical Beast
32
Points
LVL
8
SPD
F10
ac
15
hp
75
+11/+11 (10 magic)
—
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
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
Reduce damage of the listed energy type by [#]
This creature can deal additional damage with a melee attack against an enemy of the specified kind, type, or alignment.
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
15/60
★
Angelfire
AF15
CG
DIVINE CRUSADER OF CORELLON
Humanoid (Elf)
79
Points
LVL
10
SPD
F6
ac
22
hp
85
+20/+15 (15 magic)
—
Special Abilities (2)
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
When activating this creature, choose whether it counts against your limit of activating 2 creatures per phase
Spells (2)
1st—magic weapon (touch; +1 attack, ignore DR)
2nd—spiritual weapon (sight; melee attack at +5 against target creature whenever it activates, 5 magic damage)
16/60
★
Angelfire
AF16
CG
DJINNI
Large Outsider
45
Points
LVL
7
SPD
F8
ac
17
hp
45
+11 (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
When an attack would hit, roll 1d20 again. If the second roll is below [#], the attack misses, even on a natural 20
+5 damage against creatures with Immune Fire
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
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
17/60
★
Angelfire
AF17
CG
ELF SWASHBUCKLER
Humanoid (Elf)
21
Points
LVL
7
SPD
7
ac
18
hp
45
+13/+8 (5 magic)
—
Special Abilities (4)
This creature is always under command. It can rally itself as a commander does, though without a commander it adds only its own Level (Save) number to the morale save, as if it were being rallied by a Commander 0
Can charge through allies and terrain that slows movement
+4 AC against attacks of opportunity
On its turn, this creature gets melee damage +5 whenever it is the first to activate in a round
18/60
◆
Angelfire
AF18
CG
GHAELE ELADRIN
Outsider
124
Points
LVL
10
SPD
F12
ac
22
hp
65
CMD
4
+21/+16 (20 magic)
+11/+11 (15 magic)
Commander 4
Effect : Whenever a follower’s attack roll is a natural 19 or 20, that follower can activate 1 extra time this round.
Special Abilities (8)
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
This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creature's Conceal ability.
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
(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.
The listed attack type, energy, special ability, or condition does not affect this creature
Commander rating counts as [#] for initiative checks
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
Spells (2)
3rd—legion’s magic weapon (your warband; attack +1, ignore DR)
6th—empowered cure critical wounds (touch; heal 50 hp)
19/60
★
Angelfire
AF19
CG
LARGE AIR ELEMENTAL
Large Elemental
29
Points
LVL
8
SPD
F10
ac
18
hp
60
+12 (10)
—
Special Abilities (6)
Needs the listed creature in your warband. Choose it during setup. If it is eliminated, this creature is eliminated too and both score points
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
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
Must activate before nonincited creatures in its warband
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
20/60
◆
Angelfire
AF20
CG
LARGE COPPER DRAGON
Large Dragon
65
Points
LVL
10
SPD
F9
ac
20
hp
95
+15/+10/+10 (5)
—
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
Replaces attacks: RANGE; EFFECTS AND CONDITIONS; DC [#]
Melee damage +5 against enemies that have not activated this round
The listed attack type, energy, special ability, or condition does not affect this creature
+3 to your initiative checks
21/60
★
Angelfire
AF21
CG
LONGSTRIDER RANGER
Humanoid (Shapechanger, Shifter)
34
Points
LVL
8
SPD
12
ac
16
hp
80
+13/+13 (10 magic)
—
Special Abilities (2)
When this creature's hp are reduced to 0 or lower, it can make 1 immediate melee attack
+5 damage against evil Outsiders
22/60
◆
Angelfire
AF22
CG
PHOELARCH
Monstrous Humanoid
60
Points
LVL
7
SPD
6
ac
18
hp
50
+10/+5 (10 + 5 fire)
—
Special Abilities (4)
(radius [#]; ENERGY [#]; DC [#]) When this creature has its hit points reduced to 0 or lower, all creatures within the listed radius take the listed amount and type of damage.
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
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)
4th—empowered scorching ray (unlimited uses) (range 6; 20 fire damage)
23/60
★
Angelfire
AF23
CG
TALENTA HALFLING
Small Humanoid (Halfling)
17
Points
LVL
4
SPD
7
ac
16
hp
40
+10 (10 magic)
+8, range 6 (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.
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
This works just like Melee Sneak Attack (see that entry, on page 40, and replace "melee damage" with "ranged damage"), but the creature must be making a ranged attack within 6 squares of the target, and the defender must be stunned...
24/60
◆
Angelfire
AF24
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