D&D Miniatures

Set 5: Aberrations unofficial spoilers

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Alusair Obarskyr

#01/60; Aberrations; LG; rare; 46pts
Commander 6
LVL 7; SPD 4; AC 23; HP 65
Melee Attack:
+12/+7 (10 magic)
Type:
Humanoid (Human)
Commander Effect:
Followers that activate within 6squares of this commander gain Powerful Charge +10 (Melee damage +10when charging) until end of turn.
Special Abilities:
Unique (Only 1 of this creature inyour warband)

Anvil of Thunder

#02/60; Aberrations; LG; uncommon;25 pts
LVL 6; SPD 4; AC 18; HP 60
Melee Attack: +9/+9 (10 magic/5 magic)
Type: Humanoid (Dwarf)
Special Abilities: Anvil of Thunder (Stun enemy hitby both this creature's melee attacks in the same turn; DC 15); Save +4

Celestial Black Bear

#03/60; Aberrations; LG; common;9pts
LVL 3; SPD 8; AC 13; HP 20
Melee Attack: +6/+6 (5)
Type: Magical Beast
Special Abilities: Resist 5 Acid, Cold,Electricity; Smite Evil +5 [] (melee damage +5 against evil enemies);Spell Resistance (May ignore spells unless the caster rolls 11+)

Cleric of St. Cuthbert

#04/60; Aberrations; LG;uncommon; 29 pts
Commander 3
LVL 3; SPD 4; AC 20; HP 25
Melee Attack: +5 (5 magic)
Type:Humanoid (Human)
Special Abilities: Smite Evil +5 [] (Melee damage+5 against evil enemies); Turn Undead 4 []
Spells: 1st-cause fear [][] (range 6;target creature of level 5 or lower makes a morale save); 2nd-deificvengeance [][] (range 6; 10 damage, or 20 damage to Undead; DC 14)
Commander Effect: Vengeance (Followers gainmelee damage +5 if opponents have destroyed at least two of yourcreatures)

Dragon Samurai

#05/60; Aberrations; LG; rare; 60pts
LVL 9; SPD 4; AC 24; HP 80
Melee Attack: +11/+11/+6 (10 magic + 5 fire)
Type: Humanoid (Human)
Special Abilities: Breath Weapon [] (Replacesattacks: cone; 20 fire damage; DC 16); Resist Fire 5.

Exorcist of the Silver Flame

#06/60; Aberrations; LG; rare; 38pts
Commander 5
LVL 6; SPD 4; AC 19; HP 40
Melee Attack +10/+5 (10 magic)
Ranged Attack +7 (5)
Type: Humanoid (Human)
Commander Effect: CleansingFlame (Followers gain attack +1, or attack +4 against creatures with DR)
Special Abilities: Fearless(Always succeeds on morale saves); Lay on Hands 15 [] (Touch, heal 15hp); Save +4; Smite Evil +15 [] (Melee dmaage +15 against eviloutsiders); Turn Evil Outsider 3 [] (As Turn Undead, but evil Outsidersonly)
Spells: 1st-magic weapon [] (touch; +1attack, ignore DR)

Hill Dwarf Warrior

#07/60; Aberrations; LG; common; 4pts
LVL 2; SPD 4; AC 17; HP 15
Melee Attack: +4 (5)
Type: Humanoid (Dwarf)
Special Abilities: Save +4

Man-at-Arms

#08/60; Aberrations; LG; common; 3pts
LVL 1; SPD 4; AC 19; HP 5
Melee Attack: +3 (5)
Type: Humanoid (Human)

Rhek

#09/60; Aberrations; LG;uncommon; 22 pts
LVL 5; SPD 4; AC 23; HP 40
Melee: +10 (10)
Type: Monstrous Humanoid
Special Abilities: PowerfulCharge +10; Resounding Blow (If this creature scores a critical hit,Stun that enemy); Smite Chaos +5 [][] (Melee damage +5 against chaoticenemies)

Warforged Hero

#10/60; Aberrations; LG; rare; 36pts
LVL 8; SPD 4; AC 22; HP 80
Melee Attack: +14/+9 (10 magic)
Type: Construct (Living Construct)
Special Abilities: DR 5; Immune Paralysis, Poison,Sleep, Level Drain; Living Construct; Powerful Charge +5; Stable Footing

Aasimar Favored Soul

#11/60; Aberrations; LG/CG;uncommon; 20 pts
LVL 5; SPD 4; AC 16; HP 40
Melee Attack: +8 (5)
Type: Outsider
Special Abilities: Illuminator (Creatures within6 squares do not benefit from Conceal, Hide,or Invisible); Resist 5Acid, Cold, Electricity; Resist 10 Fire; Save +4
Spells: Sorcerer Spells: 1st -[][][][] bless (your warband; attack +1), cure lightwounds(touch; heal 5 hp), magic weapon (touch; +1attack, ignore DR); 2nd - [][][] sound burst (range 6; radius2; 5 sonic damage and Stun; DC14 negates).

Adventuring Wizard

#12/60; Aberrations; CG; rare; 36pts
LVL 7; SPD 6; AC 17; HP 25
Melee Attack: +2 (5)
Type: Humanoid (Human)
Spells:
2ndBigbys slapping hand (x2) (sight; targetcreature provokes attacks of opportunity from all creatures thatthreaten its square; DC 20); 3rdempowered magicmissile(x2) (sight; 15 damage); 4thblast of flame (cone, 30 firedamage, ignore Spell Resistance, DC 16)

Bariaur Ranger

#13/60; Aberrations; CG; uncommon;16 pts
LVL 5; SPD 8; AC 17; HP 30
Melee Attack: +9/+9 (10 magic/5 magic)
Ranged Attack: +8 (5)
Type: Outsider
Special Abilities: Aberration Foe (Damage +5against Aberrations); Spell Resistance (may ignore spells unless thecaster rolls 11+)

Cleric of Garl Glittergold

#14/60; Aberrations; CG; uncommon;31 pts
Commander 3
LVL 5; SPD 5; AC 18; HP 35
Melee Attack: +5 (5 magic)
Type: Small Humanoid (Gnome)
Commander Effect: Enemies within 6 squares thatmiss with a ranged or melee attack cannot make any other attacks thatturn, WARBAND BUILDING: Gnomes of any faction are legal in your warband.
Special Abilities:  Dodge Giants +4 (+4 ACagainst Giants); Turn Undead 5 []
Spells: 1st- sanctuary [](touch; targetcreature cannot be attacked until its next turn), nimbus of light [] [](range 6;10 damage) 3rd- ring of blades [] (self; any creature thatactivates when adjacent to this creature takes 10 damage, ignore SpellResistance)

Crow Shaman

#15/60; Aberrations; CG; rare; 26pts
LVL 5; SPD 8; AC 14; HP 40
Melee Attack +2 (5)
Ranged Attack +4, range 6 (5)
Type: Humanoid (human)
Special Abilities: Chastise Spirits [] (Replacesattacks; Elemental, Fey, and Incorporeal creatures within 6 squarestake 20 damage; DC 17); Mobility (+4 AC against attacks of opportunity)
Spells:: Sorcerer Spells 1st - [] [] [] [] curelight wounds (touch; heal 5 hp), snake's swiftness
(range 6; target creature may make an immediate attack); 2nd - [] [] []cat's grace (touch; +2 AC, ranged attack +2); 3rd - [] [] swift fly(self; gain Flight this turn, speed F8, swift action)

Elf Warrior

#16/60; Aberrations; CG; common;4 pts
LVL 1; SPD 6; AC 15; HP 5
Melee Attack: +2 (5)
Ranged Attack: +3 (5)
Type: Humanoid (Elf)

Frenzied Berserker

#17/60; Aberrations; CG; rare;52 pts
LVL 8; SPD 8; AC 10; HP 90
Melee Attack:
+14/+9 (30 magic)
Type:
Humanoid (human)
Special Abilities:
Aura of Fear 2 (Enemiesin squaresthreatened by this creature gain morale save -2); Burnout (Thiscreature takes 5 damage whenever it activates); Death Strike (When itshp are reduced to 0 or lower, this creature may make one immediatemelee attack); Fearless (Always succeeds on morale saves)

Half-Elf Bow Initiate

#18/60; Aberrations; CG; rare; 43pts
LVL 8; SPD 6; AC 19; HP 70
Melee Attack: +9/+4 (5)
Ranged Attack: +14/+14/+9 (10 magic)
Type: Humanoid (Elf)
Special Abilities: Precise Shot (When this creatureshoots into melee, the defender doesn't get the AC bonus); RangedPrecision +5 (On its turn, if this creature makes a single rangedattack at an enemy within 6 squares, damage +5 on that attack)

Longtooth Barbarian

#19/60; Aberrations; CG;uncommon; 27 pts
LVL 5; SPD 9; AC 14; HP 65
Melee Attack: +10 / +4 (15 Magic / 10)
Type: Humanoid (Shapechanger, Shifter)

Sharn Cutthroat

#20/60; Aberrations; CG uncommon 9pts
Level 4; Speed 6;AC 16; HP 20
Melee Attack +8 (5)
Ranged Attack +8, range 6 (+5)
Type: Humanoid (Changeling, Shapechanger)
Special Abilities: Hide; Melee Sneak Attack +5;Ranged Sneak Attack +5; Sidestep (On it's turn, if it moves only 1square, this creature can make all its attacks and does not drawattacks of opportunity)

Valenar Commander

#21/60; Aberrations; CG; rare; 38pts
Commander 4
LVL 6; SPD 6; AC 18; HP 45
Type: Humanoid (Elf)
Melee Attack +10/+10 (10 magic)
Commander Effect: Followers making rangedattacks can target any noncommander enemy.

Formian Warrior

#22/60; Aberrations; LG/LE;uncommon; 16 pts
LVL 4; SPD 8; AC 19; HP 25
Melee Attack: +7/+5 (10 + Poison/5)
Type: Outsider
Special Abilities: Immune Cold, Poison; Poison(5 damage whenever poisoned creature activates; DC 14); Resist 10Electricity, Fire, Sonic; Spell Resistance (May ignore spells unlessthe caster rolls 11+)

Ethereal Filcher

#23/60; Aberrations; CG/CE;uncommon; 10 pts
LVL 5; SPD 8; AC 18; HP 20
Melee Attack: +2 (5)
Type: Aberration
Special Abilities:Filch (Replaces attacks: touch;Humanoid or Monstrous Humanoid only, attack -2, melee damage -5[minimum 5], then Ethereal Filcher is eliminated)

Ryld Argith

#24/60; Aberrations; CG/CE; rare;55 pts
Commander 4
LVL 8; Spd 6; AC 19; HP 75
Melee Attack: +13/+8 (15 magic)
Type: Humanoid (Drow, Elf)
Commander Effect: Good Humanoid Followers gainmelee +2, evil humanoid followers gain Keen Critical 19 (19-20 is acritical)
Special Abilities: Unique; Improved Init 8(Commander rating counts as 8 for init checks); Keen Critical 19; Meleesneak attack +5; Spell Resistance

Wyvern

#25/60; Aberrations; CG/CE; rare;36 pts
LVL 7; SPD F4; AC 18; HP 60
Melee Attack: +10/+8/+8 (10 Magic+ Poison/10/10)
Type: Large Dragon
Special Abilities: Flight, Incited, Poison (5points when creature activates; DC17)

Achaierai

#26/60; Aberrations; LE; rare; 29pts
LVL 6; Spd 10; AC 21; HP 40
Melee Attack: +9/+4 (10/15)
Type: Large Outsider
Special Abilities: Black Cloud [] (replacesattacks: 10 damage and Confusion, all living creatures within 2 squaresexcept Achaierais, DC15); Melee Reach 2; Spell Resistance

Bladebearer Hobgoblin

#27/60; Aberrations; LE; uncommon;21 points
Level 4, SPD 6, AC 17, HP 40
Melee Attack: +8/+8 attack (10 magic)
Type: Humanoid (Hobgoblin, Goblinoid)
Special Ability: Executioner's Blade

Dekanter Goblin

#28/60; Aberrations; LE; common; 5pts
LVL 2; SPD 4; AC 15; HP 15
Melee Attack: +4 (5)
Type: Humanoid (Dekanter Goblin, Goblinoid)
Special Abilities: Regeneration 5 (this creatureheals 5 hp at the start of its turn); Resist 5 cold.

Destrachan

#29/60; Aberrations; LE;uncommon; 26 pts
LVL 8; SPD 6; AC 19; HP 60
Melee Attack: +9 (10)
Type: Large Aberration
Special Abilities: Blast Defenses [] (Replacesattacks: cone; -4 AC; DC 15); Blast Flesh [][][] (Replaces attacks:cone; 15 sonic damage; DC 15); Blindsight.

Emerald Claw Soldier

#30/60; Aberrations; LE; common; 6pts
LVL 2; SPD 4; AC 17; HP 15
Melee Attack: +3 (5)
Ranged Attack: +2 (5)
Type: Humanoid (Human)
Special Abilities: Slow Ranged Attack

Fiendish Dire Weasel

#31/60; Aberrations; LE; common; 8pts
LVL 3; SPD 8; AC 16; HP 15
Melee Attack: +6 (5 + Blood Drain)
Type: Magical Beast
Special Abilites:
Blood Drain (5 damage to livingcreature; DC 15); Cannot Rally, Resist 5 cold, fire. Spell Resistance

Green Dragon

#32/60; Aberrations; LE; rare; 28pts
LVL 8; Spd F12; AC 17; HP 70
Melee Attack: +10/+8/+8 (5)
Type: Dragon
Special Abilities: Flight; Breath Weapon [] (cone,15 acid, DC16); Immune Acid

Half-Elf Hexblade

#33/60; Aberrations; LE;uncommon; 33 pts
LVL 7; SPD 6; AC 17; HP 45
Type: Humanoid (Elf)
Melee Attack: +12/+7 (10 magic)
Special Abilities: Hexblade's Curse [] [] (Swiftaction; sight; attack -4, save -4, damage -5 [minimum 5]; DC 19)
Spells: 1st - phantom threat [] (range6; whenever target is attacked in melee, the attacker is considered tobe flanking it; DC 13)

Half-Illithid Lizardfolk

#34/60; Aberrations; LE;uncommon; 13 pts
LVL 3; SPD 6; AC 18; HP 25
Melee Attack: +6 (10)
Type: Aberration (Reptilian)
Special Abilities: Mind Blast [] (replacesattacks: cone; Stun; DC 15); Spell Resistance

Hook Horror

#35/60; Aberrations; LE; rare; 39pts
LVL 10; SPD 4; AC 22; HP 65
Melee Attack: +13/+13 (10)
Type: Large Aberration
Special Abilities: Blindsight; Melee Reach 2; Rend+20 (If thiscreature hits one creature with both melee attacks on the same turn,damage +20 to second attack); Feast (When this creature destroys aliving enemy, it must make a morale check).

Iron Cobra

#36/60; Aberrations; LE; uncommon;14 pts
LVL 2; Spd 6; AC 17; HP 30
Melee Attack: +2 (5 + poison)
Type: Construct
Special Abilities: Command Dependant; DR 5;Fearless; Poison (DC 14); Spell Resistance

Kobold Champion

#37/60; Aberrations; LE; common;11 pts
LVL 3, SPD 4, AC 24, HP 20
Melee Attack: +6 (5)
Type: Small Humanoid (Reptilian)
Special Abilities: Brittle Morale (Automaticallyfails morale saves when out of command)

Kobold Sorcerer

#38/60; Aberrations; LE;uncommon; 20 pts
Commander 1
LVL 5; SPD 6; AC 17; HP 25
Melee Attack: -2 (5)
Commander Effect: Kobold followers gain Conceal 6.
Special Abilities: Willing to Follow (Thiscommander can benefit from the Commander Effects of other commanders inyour warband as though it were a follower)
Spells: 1st-[] [] [] magic missile(sight; 5 damage), magic weapon (touch; attack +1, ignore DR)2nd-[] fireburst (each adjacent creature; 15 fire damage, can cast whileadjacent to enemy; DC 14)

Mind Flayer Telepath

#39/60; Aberrations; LE; rare; 38pts
LVL 8; SPD 6; AC 15; HP 45
Melee Attack +8/+8 (5)
Type: Aberration
Special Abilities: Mind Blast (Replaces attacks:cone; Stun; DC 17); Psychic Scream [] (Replaces attacks: enemynoncommander creatures are out of command until end of round); Rend +15(If this creature hits one creature with both melee attacks on the sameturn, damage +15 to second attack); Spell Resistance (May ignore spellsunless the caster rolls 11+)

Mongrelfolk

#40/60; Aberrations; LE; common; 3pts
LVL 1; SPD 4; AC 13; HP 5
Melee Attack: +0 (5)
Type: Humanoid (Goblinoid, Kobold, Mongrelfolk, Orc)

Special Abilities: Cave Setup (May set up on any Cave tile instead of yourassembly tile)

Myconid Guard

#41/60; Aberrations; LE; common;9 pts
LVL 4; SPD 4; AC 12; HP 25
Melee Attack: +5 (5 + Pacification Spores)
Type: Plant
Special Abilities: Pacification Spores (Livingcreatures can't make melee or ranged attacks until after its next turn; DC 15)

Sahuagin Ranger

#42/60; Aberrations; LE; uncommon;15 pts
LVL 4; SPD 6; AC 18; HP 35
Melee Attack: +10 (10 magic)
Type: Monstrous Humanoid
Special Abilities: Elf Bane (Melee Attack +2, meleedamage +10 against Elves); Save +4

Silent Wolf Goblin

#43/60; Aberrations; LE; common; 12pts
LVL 3; SPD 7; AC 17; HP 20
Melee Attack: +3/+3 (5)
Type: Small Humanoid (Goblin, Goblinoid)
Special Abilities: Melee Sneak Attack +5.

Skullsplitter

#44/60; Aberrations; LE; rare; 28pts
Commander 2
LVL 4; Spd 6; AC 16; HP 40
Melee Attack: +9 (15)
Type: Humanoid (human)
Commander Effect: Tyrannical Morale +4
Special Abilities: Executioner's Blade (+4 to hitand +5 damage vs creatures that are out of control or routing)

Flesh Golem

#45/60; Aberrations; LE/CE;Rare; 51 pts
LVL 9; SPD 6; AC 18; HP 80
Melee Attack:
+10 (15)
Type: Large Construct
Special Abilities:
Requires Instruction (Thiscreatureacts as though confused if it activates when out of command); DR 5(Takes 5 less damage from nonmagical melee and ranged attacks);Fearless (Always succeeds on morale saves); Melee Reach 2; SpellResistance All (Ignores all spells)
 

Carrion Tribe Barbarian

#46/60; Aberrations; CE; common;12pts
LVL 3; SPD 8; AC 10; HP 45
Melee Attack: +8 (10)
Type: Humanoid (Human)

Choker

#47/60; Aberrations; CE; uncommon;14 pts
LVL 3; SPD 4; AC 17; HP 15
Melee Attack: +6 (5 + Constrict)
Type: Small Aberration
Special Abilities: Cave Setup (may start on anycave tile), Constrict (Large or smaller creature skips next turn; DC13), Dual Activation, Hide, Melee Reach 2

Chuul

#48/60; Aberrations; CE; rare; 51pts
LVL 11; SPD 6; AC 22; HP 95
Melee Attack: +12/+12 (10)
Type: Large Aberration
Special Abilities: Blindfight; Immune Poison;Paralyzing Rend +15 (If this creature hits one creature with both meleeattacks on the same turn, damage +15 to second attack and Paralysis; DC19); Save=10

Fiendish Giant Preying Mantis

#49/60; Aberrations; CE; rare; 33pts
LVL 8; Spd F4; AC 15; HP 50
Melee Attack: +7/+7 (20 magic)
Type: Large Magical Beast
Special Abilities: DR5; Incited; Resist 5 Cold,Fire; Spell Resistance

Gibbering Mouther

#50/60; Aberrations; CE; rare; 26pts
L4 Spd 2 AC19 HP 40
Melee Attack: +4/+4/+4/+4 (5)
Type: Aberration
Special Abilities: Always out of command; DR 5;Swallow Whole (Destroy Medium or smaller creature hit by 3 of thiscreature's melee attacks in the same turn; DC 14); Gibbering [] (Swiftaction: Confusion, all within 6 except GMs; DC13); Immune CriticalHits, Flanking; Wandering Monster

Gnoll

#51/60; Aberrations; CE; common; 3pts
LVL 2; SPD 6; AC 15; HP 10
Melee Attack: +1 (10)
Type: Humanoid (Gnoll)

Gnoll Skeleton

#52/60; Aberrations; CE; common;5pts
LVL 2; SPD 6; AC 17; HP 15
Melee Attack: +3 (5)
Type: Undead
Special Abilities: Fearless (always succeeds onmorale saves); Immune Cold

Ice Troll

#53/60; Aberrations; CE; rare; 31pts
LVL 5; SPD 4; AC 21; HP 45
Melee Attack: +8 (20)
Type: Large Giant
Special Abilities: Double Damage from Acid, Fire;Immune Cold; Melee Reach 2; Regeneration 5 (This creature heals 5 HP atthe start of its turn)

Mad Slasher

#54/60; Aberrations; CE; uncommon;9 pts
LVL 4; SPD 8; AC 15; HP 25
Melee Attack: +6 (5)
Type: Aberration
Special Abilities:
Incited (Each round, this creature must activate before anynonincited creatures in its warband); Whirlwind Attack

Mountain Orc

#55/60; Aberrations; CE; common; 12pts
LVL 2; SPD 8; AC 11; HP 30
Melee Attack: +8 (15)
Special Abilities: Save +4

Ogre Zombie

#56/60; Aberration; CE; rare; 29pts
LVL 8; Spd 4; AC 15; HP 55
Melee +9 (20)
Type: Large Undead
Special Abilities: Fearless; Inhibited; MeleeReach 2

Orc Sergeant

#57/60; Aberrations; CE;uncommon; 24 pts
Commander 2
LVL 3; SPD 6; AC 15; HP 30
Melee Attack: +7 (15)
Type: Humanoid (Orc)
Commander Effect: Orc and Goblinoid followersgain attack +2. Warband Building: Orcs and Goblinoids of any factionare legal in your warband.

Taer

#58/60; Aberrations; CE; common; 8pts
LVL 2: SPD 6; AC 12; HP 15
Melee Attack: +3 (10)
Type: Giant
Special Abilities: Double Damage from Fire; ImmuneCold; Stench (Adjacent living creatures without Stench gain attack -2,save -2, and -2 AC)

Yuan-Ti Abomination

#59/60; Aberrations; CE; rare; 48pts
Commander 4
L9 Spd 6 AC 21 HP 65
Melee Attack: +13/+7 (10 / 10 + 10 acid + poison)
Type: Large Monstrous Humanoid
Commander Effect:: DC of follower's poisonincreased by 4
Special Abilities: Blind-fight; Melee Reach 2;Poison - DC 17; Spell Resistance
Spells: 1st - cause fear [][] (range 6,target creature of level 5 or below makes a morale save), 3rd -suggestion [] (range 6; confusion, save at the end of affectedcreature's turn; DC 16)

Yuan-Ti Halfblood

#60/60; Aberrations; CE;uncommon; 28 pts
LVL 7; SPD 6; AC 19; HP 40
Melee Attack: +10/+4 (5/5 + 10 acid + Poison)
Ranged Attack: +9/+4 (5)
Special Abilities: Blind Fight, Hide, Poison (5damage when poisoned creature activates; DC14), Spell Resistance.
Spells: 1st - cause fear [] (range 6,target creature of level 5 or below makes a morale save), 3rd -suggestion [] (range 6; confusion, save at the end of affectedcreature's turn; DC 16)