D&D Miniatures - Set 7:Angelfire spoilers
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Thanks to Gus Grosch, Matt Kempe, Timothy Whisenhunt, Fry, andCorimDanex for theirinvaluable help in checking the list
Caravan Guard
#1/60; LG; Angelfire; Common;5 pts
Lvl 3; Spd 4; AC 17; HP 20
Melee:+5 (5)
Type:Humanoid (Human)
SpecialAbilities:
- Bluster (Until 1 of your creatures is eliminated, this creature getsmelee attack +2 and melee damage +5)
Cleric of Dol Arrah
#2/60; LG; Angelfire;Uncommon;45 pts
Commander 7
Lvl 8; Spd 6; AC 20; HP 55
Melee:+11/+6 (10 magic)
Type:Humanoid (Human)
Commander Effect:Followers whose names contain Fighter or Soldier gain Fearless.
Special Abilities:Aura of Protection from Evil (this creature and adjacent alliesget +2 AC against evil creatures)
Spells: 2nd-deific vengeance [][][] (range6; 10 damage or 20 damage to undead; DC 14); 3rd- augmented cure serious wounds [][](touch, heal 30 hit points); 4th- dismissal[] (range 6, destroy target outsider or target summoned creature with50 or fewer hit points, DC 20)
Dwarf Raider
#3/60; LG; Angelfire;Uncommon; 21 pts
Lvl 8; Spd 4; AC 18; HP 40
Melee: +6(5)
Ranged: +10(10 magic)
Type: Humanoid(Dwarf)
Special Abilities:
- Precise Shot(Whenever this creature shoots into melee, the defender doesn’t get theAC bonus)
- Slow Ranged Attack (Can’t make a ranged attack and move in the sameturn)
DwarfWizard
#4/60; LG; Angelfire;Uncommon; 21 pts
Lvl 8; Spd 4; AC 19; HP 30
Melee:+4 (5 magic)
Type:Humanoid (Dwarf)
SpecialAbilities:
-MagicallyShielded (-4 AC when flanked)
- Spell Immunity (magic missile)
Spells:1st - lesser cold orb (unlimiteduses) (range 6; 5 cold damage, ignore Spell Resistance); magicweapon [](touch; attack +1, ignore DR);2nd - Bigby's slapping hand [][] [] (sight; target creature provokes attacks of opportunity from all creatures that threaten its square;DC 20)
Justice Archon
#5/60; LG; Angelfire;Uncommon; 32 pts
Lvl 6; Spd F6; AC 19; HP 65
Melee: +10/+5(10 magic or Justice Strike)
Type:Outsider
Special Abilities:
- Flight
- Bold (Has Fearless when under command)
- DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks)
- Immune Electricity
- Justice Strike (Deals damage equal to the printed damage of thetarget’sfirst melee attack)
MountedPaladin
#6/60; LG; Angelfire; Rare;96 pts
Lvl 14; Spd 8; AC 25; HP 80
Melee:+18/+13 (20 magic)
Type:Large Mounted Humanoid
SpecialAbilities
- Fearless
- Lay on Hands [] (replace attacks: touch; heal 20 hp)
- Mounted Melee Attack (the creature can move at double speed and makea single melee attack at any point during its move)
- Powerful Charge +20 (melee damage +20 when charging)
- Smite Evil +10 [][][]
- Turn Undead 5 [][]
Spells: 1st-bless [] (your warband gains +1attack)
Spiker Champion
#7/60; LG; Angelfire;Uncommon; 34 pts
Lvl 6; Spd 4; AC 22; HP 55
Melee: +11/+6(10 magic)
Type:Outsider
Special Abilities:
- Resist Acid 5
- Spiker Barbs (Wheneveran enemymisses this creature with a melee attack, that enemy takes 5 magicdamage)
Stone Giant
#8/60; LG; Angelfire; Rare;81 pts
Lvl 10: Spd 6; AC 22; HP 120
Melee Attack:+15/+10 (20)
Ranged attack:+11 [][] (20+ Rubble)
Type: LargeGiant
Special Abilities:
- Melee Reach 2
- Precise Shot (Whenever this creature shootsinto melee, the defender doesn’t get the AC bonus)
- Rubble (Choose 1 square in target’s space; that square becomesdifficultterrain for rest of skirmish)
Sword Archon
#9/60; LG; Angelfire; Rare;82 pts
Commander4
Lvl 12; Spd F8; AC 22; HP 70
Melee:+19 (25 magic + 5 fire)
Type:Large Outsider
CommanderEffect: Followers with Fearless gainmelee damage +5
SpecialAbilities:
- Flight
- Discorporating Dive (If this creature charges and damages an evilOutsider, destroy that creature; DC 17)
- DR 5 (Take 5 less damage from nonmagical melee and ranged attacks)
- Fearless
- Immune Electricity
- Melee Reach 2
- Spell Resistance (May ignore spells unless the caster rolls 11+)
Trumpet Archon
#10/60; LG; Angelfire; Rare;128 pts
Lvl 12; Spd F8; AC 22; HP 125
Melee:+21/+16 (20 magic)
Type: Outsider
SpecialAbilities:
- Flight
- DR 5 (Take 5 less damage from nonmagical melee and ranged attacks)
- Herald (Your warband's Commander Effects affect followers withinline of sight instead of 6 squares)
- Immune Electricity
- Spell Resistance (May ignore spells unless the caster rolls 11+)
- Trumpet's Peal [] (Replace attacks: Each wounded evil creature makesa morale save)
Ulmo Lightbringer
#11/60; LG; Angelfire; Rare;77 pts
Lvl 13; Spd 8; AC 25; HP 70
Melee:+18/+18/+13 (5 magic)
Ranged:+19/+14 (5 magic)
Type:Small Humanoid (Halfling)
Special Abilities:
- Unique (Only 1 creature whose name contains Ulmo in your warband)
- Deflect Arrows (+4 AC against ranged attacks)
- Evade Damage (If this creature successfully saves against a damagingspell or special ability, it takes no damage)
- Melee Sneak Attack +15
- Mobility (+4 AC against attacks of opportunity)
- Stunning Attack [][] (DC 20)
Village Priest
#12/60; LG; Angelfire;Uncommon; 21 pts
Commander 3
Lvl 3; Spd 4; AC 15; HP 25
Melee: +3(5)
Type: Humanoid(Human)
Commander Effect: Followerswhose names contain Guard or Militia get attack +4 and Save +4
Special Abilities:Turn Undead 3 []
Spells: 1st-bless [](your warband; attack +1), magic weapon [] (touch; attack +1,ignore DR); 2nd-curemoderate wounds [][](touch; heal 10 hp)
Werebear
#13/60; LG; Angelfire;Uncommon; 30 pts
Lvl 7; Spd 6; AC 17; HP 60
Melee: +13/+9(15/10)
Type: Large Humanoid (Shapechanger)
Special Abilities:
- DR5
- Melee Reach 2
Archmage
#14/60; CG; Angelfire; Rare;98 pts
Lvl 10; Spd F8; AC 20; HP 75
Melee:+8/+3 (10 magic)
Type: Humanoid(Human)
SpecialAbilities:
- Independent
- Flight
- Blindsight
- Conceal 6
- Quick Cast [] (Can cast 1 spell as a swift action)
- Spell Penetration (Roll twice to overcome Spell Resistance)
- Spell Resistance
Spells: 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), empoweredMelf's acid arrow [][] (sight; 20 acid damage, ignore SpellResistance); 7th-banishment[] (range 6;destroy target Outsider or target summoned creature with 75 of fewerhp; DC20), Mordenkainen’s sword [][] (range 6; 15 magic damagewhenever targetcreature activates; can be cast multiple times on same creature)
Celestial Pegasus
#15/60; CG; Angelfire; Rare;32 pts
Lvl 8; Spd F10; AC 15; HP 75
Melee:+11/+11 (10 magic)
Type:Large Magical Beast
SpecialAbilities:
- Flight
- DR 5
- Resist 10 Acid, Cold, Electricity
- Smite Evil +10 [] (Melee damage +10 against evil creatures)
- Spell Resistance
Divine Crusader of Corellon
#16/60; CG; Angelfire; Rare;79 pts
Lvl 10; Spd F6; AC 22; HP 85
Melee:+20/+15 (15 magic)
Type:Humanoid (Elf)
SpecialAbilities:
- Flight
- Tactics (Whenactivating thiscreature, choose whether it counts against your limit of activating 2creaturesper phase)
Spells:1st-magic weapon [][] (touch; +1 attack, ignore DR); 2nd-spiritualweapon[][] (sight; melee attack at +5 against target creature whenever itactivates, 5 magic damage)
Djinni
#17/60; CG; Angelfire; Rare;45 pts
Lvl 7; Spd F8; AC 17; HP 45
Melee: +11(15)
Type:Large Outsider
SpecialAbilities:
- Flight
- Conceal 11
- Fire Foe (Damage +5 against figures with Immune Fire)
- Immune Acid
- Melee Reach 2
- Whirlwind Attack (On its turn, if this creature moves no more than 1square, it can make a separate melee attack against each enemy withinits Melee Reach)
Elf Swashbuckler
#18/60; CG; Angelfire;Uncommon; 21 pts
Lvl 7; Spd 7; AC 18; HP 45
Melee:+13/+8 (5 magic)
Type:Humanoid (Elf)
Special Abilities:
- Independent
- Acrobatic Charge (Can charge through allies and terrain that slowsmovement)
- Mobility (+4 AC against attacks of opportunity)
- Seize the Initiative (on its turn, this creature gets melee damage +5whenever it is the first to activate in a round)
Ghaele Eladrin
#19/60; CG; Angelfire; Rare;124 pts
Commander 4
Lvl 10; Spd F12; AC 22; HP 65
Melee:+21/+16 (20 magic)
Ranged:+11/+11 (15 magic)
Type:Outsider
Commander Effect:Whenever a follower's attack roll is a natural 19 or 20, that followercan activate 1 extra time this round.
SpecialAbilities:
- Flight
- Blindsight
- DR 5
- Gaze Attack (Replaces attacks; range 6; morale save)
- Immune Electricity
- Improved Initiative 8 (Commander rating counts as 8 for initiativechecks)
- Resist 10 Cold, Fire
- Spell Resistance (May ignore spells unless the caster rolls 11+)
Spells:3rd - legion's magicweapon [] (your warband; attack +1, ignore DR); 6th - empowered cure critical wounds [](touch; heal 50 hp)
Large Air Elemental
#20/60; CG; Angelfire;Uncommon; 29 pts
Lvl 8; Spd F10; AC 18; HP 60
Melee: +12(10)
Type:Large Elemental
SpecialAbilities:
- Requires Commander
- Flight
- DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks)
- Incited (Each round, this creature must activate before anynonincitedcreatures in its warband)
- Melee Reach 2
- Whirlwind Attack (On its turn, if this creature moves no more than 1square,it can make a separate melee attack against each enemy within its MeleeReach)
Large Copper Dragon
#21/60; CG; Angelfire; Rare;65 pts
Lvl 10; Spd F9; AC 20; HP 95
Melee:+15/+10/+10 (5)
Type:Large Dragon
SpecialAbilities:
- Flight
- Breath Weapon [] (Replaces attacks; line; 15 Acid dmg; DC 17)
- Cunning Attack (Melee dmg +5 against enemies that have not activatedthis round)
- Immune Acid
- Initiative Booster +3 (+3 to your initiative checks)
Longstrider Ranger
#22/60; CG; Angelfire;Uncommon; 34 pts
Lvl 8; Spd 12; AC 16; HP 80
Melee:+13/+13 (10 magic)
Type:Humanoid (Shapechanger, Shifter)
Special Abilities:
- DeathStrike (When this creature’s hp are reduced to 0 or lower, it can make1immediate melee attack)
- Evil Outsider Foe (Damage +5 against evil Outsiders)
Phoelarch
#23/60; CG; Angelfire; Rare;60 pts
Lvl 7; Spd 6; AC 18; HP 50
Melee:+10/+5 (10 + 5 fire)
Type:Monstrous Humanoid
SpecialAbilities:
- Death Burst (35 fire damage; DC 15)
- Double Damage from Cold
- Immune Fire, Poison
- Spell Resistance
Spells: 4th- empowered scorching ray(unlimited uses)(range 6; 20 fire damage)
Talenta Halfling
#24/60; CG; Angelfire;Uncommon; 17 pts
Lvl 4; Spd 7; AC 16; HP 40
Melee: +10(10 magic)
Ranged: +8,range 6 (5)
Type: SmallHumanoid (Halfling)
Special Abilities:
- Hide
- Melee Sneak Attack +5
- Ranged Sneak Attack +5
Thorn
#25/60; CG; Angelfire;Uncommon; 24 pts
Lvl 6; Spd 4; AC 19; HP 35
Melee: +8(5)
Ranged: +6(5 + Sleep Poison)
Type: SmallFey
SpecialAbilities:
- DR 5 "(Takes 5 less damage from nonmagical melee and ranged attacks)
- Hide
- Melee Sneak Attack +10
- Sleep Poison (Sleep; DC 16)
Thri-Kreen Barbarian
#26/60; CG; Angelfire;Rare; 55 pts
Lvl 8; Spd 10; AC 16; HP 95
Melee: +10/+10/+10 (15)
Type: Monstrous Humanoid (Thri-Kreen)
Special Abilities:
- Deflect Arrows (+4 AC against ranged attacks)
- Disruptive (Until this creature makes a melee attack, you cannot addCommander ratings to your initiative rolls)
- Immune Sleep
- Paralyzing Bite (Replaces attacks; touch; Paralysis; DC 17)
Wand Expert
#27/60; CG; Angelfire; Uncommon; 33pts
Lvl 6; Spd 6; AC 12; HP 25
Melee: +2 (5)
Type: Humanoid (Elf)
Special Abilities:
- Acid Wand (replaces attacks: sight, 10 acid damage)
- Fire Wand (replaces attacks: range 6, 15 fire damage, spellresistanceapplies)
- Dual Wand (this creature can use both wands if it does not move)
Spells:
1st-magic weapon [][](touch; +1 attack, ignore DR); 2nd-blur[][] (touch; targetcreature gains Conceal 6)
Weretiger
#28/60; CG; Angelfire;Uncommon; 27 pts
Lvl 7; Spd 8; AC 16; HP 50
Melee: +11/+6 (10)
Type: Large Humanoid (Shapechanger)
Special Abilities:
- DR 5 (Takes 5 less damage from nonmagical melee and ranged attacks)
- Hunter +5 (Melee Damage +5 unless more than 1 enemy is adjacent)
Wild Elf Raider
#29/60; CG; Angelfire;Common; 6 pts
Lvl 1; Spd 9; AC 12; HP 15
Melee: +5 (10)
Type: Humanoid (Elf)
Special Abilities:
- Bold (Has Fearless when under command)
Xeph Warrior
#30/60; CG; Angelfire;Common; 3 pts
Lvl 1; Spd 8; AC 15; HP 5
Melee: +1 (5)
Type: Humanoid (Xeph)
Special Abilities:
- Powerful Charge +5 (Melee damge +5 when charging)
Dwarf Mercenary
#31/60; LG/LE; Angelfire;Common; 9 pts
Lvl 6; Spd 4; AC 21; HP 20
Melee: +4 (10)
Type: Humanoid (Dwarf)
Blackscale Lizardfolk
#32/60; CG/CE; Angelfire;Uncommon; 16 pts
Lvl 4; Spd 8; AC 16; HP 25
Melee: +7/+5 (15/5)
Type: Large Monstrous Humanoid (Lizardfolk, Reptilian)
Special Abilities:
- Disruptive (Until this creature makes a melee attack, you cannot addCommander ratings to your initiative rolls)
- Immune Dragon Breath Weapons
- Melee Reach 2
Red Slaad
#33/60; CG/CE; Angelfire;Rare; 44 pts
Lvl 7; Spd 6; AC 19; HP 50
Melee:+11/+9 (15/5)
Type:Large Outsider
SpecialAbilities:
- Not subject to commander effects
- Chaotic dmg +5 (if you win init)
- Chaotic regen 10 (if you lose init)
- Immune sonic
- Implant Egg [] (+20 melee damage againstg spellcasters)
- Melee Reach 2
ScorpionClan Drow Fighter
#34/60; CG/CE; Angelfire; Uncommon; 33 pts
Commander 2
Lvl 5; Spd 6; AC 16; HP 45
Melee: +9 (10)
Ranged: +9, range 6 (10)
Type: Humanoid (Drow, Elf)
Commander Effect: Followers gain Precise Shot and getdamage +5when making attacks with range 6.
Special Abilities:
- Precise Shot (Whenever this creature shoots into melee, the defenderdoesn’tget the AC bonus)
- Spell Resistance (May ignore spells unless the caster rolls 11+)
Barbed Devil
#35/60; LE; Angelfire; Rare;89 pts
Lvl 10; Spd 6; AC 23; HP 125
Melee: +18(15)
Type:Outsider
Special Abilities:
- Barb Shield 5 (whenever an enemy hits this creature with a meleeattack, that enemy takes 5 damage)
- DR 5
- Frightful Impale () (an enemy hit by this creature’s melee attackmakes a morale save)
- Immune Fire, Poison
- Resist 10 Acid, Cold
- Spell Resistance
Spells:3rd- hold person (unlimiteduses)(sight, Paralysis, humanoids only, DC 16)
Chain Devil
#36/60; LE; Angelfire; Rare;45 pts
Lvl 8; Spd 6; AC 20; HP 50
Melee:+9/+9/+9/+9 (10)
Type:Outsider
Special Abilities
- DR 5
- Immune Cold
- Melee Reach 4
Chraal
#37/60; LE; Angelfire;Uncommon; 35 pts
Lvl 9; Spd 8; AC 21; HP 85
Melee: +10/+10 (10 + 5 cold)
Type: Large Elemental
Special Abilities:
- Requires Commander
- Breath Weapon [] (replaces attacks: cone; 20 cold damage; DC19)
- Death Burst (20 cold damage; DC19)
- Double Damage from Fire
- DR5 (Takes 5 less damage from nonmagical melee and ranged attacks)
- Immune Cold
- Melee Reach 2
Direguard
#38/60; LE; Angelfire; Common; 24pts
Lvl 6; Spd 6; AC 16; HP 40
Melee: +8(10)
Type: Undead
Special Abilities:
- Blink Out [] (On its turn, this creature gains Incorporeal)
- Conceal 11
- Fearless
- Immune Cold
Spells: 1st-magicmissile [][](sight; 5 damage)
Efreeti
#39/60; LE; Angelfire; Rare; 42 pts
Lvl 10; Spd F6; AC 19; HP 65
Melee: +16/+11 (15 + 5 Fire)
Type: Large Outsider
Special Abilities:
- Flight
- Double Damage from Cold
- Immune Fire
- Melee Reach 2
Spells:
1st - produce flame [][](sight or touch; 10 fire damage)
2nd - scorching ray [][](range 6; 15 fire damage)
Flamebrother Salamander
#40/60; LE; Angelfire;Uncommon; 11 pts
Lvl 4; Spd 4; AC 19; HP 25
Melee: +6 (5 + 5 fire)
Type: Small Outsider
Special Abilities:
- Double Damage From Cold
- Hide
- Immune Fire
Ghostly Consort
#41/60; LE; Angelfire; Rare; 35 pts
Lvl 5; Spd F6; AC 20; HP 35
Melee: +4 (5)
Type: Undead
Special Abilities:
- Flight
- Incorporeal
- Fearless
- Gaze attack (Replaces attacks; range 6; 15 damage, living crfeaturesonly; DC17)
- Hide
- Possession (Replaces attacks; touch; living targetdeals damage to itselfwith your choice of 1 of its own melee attacks; DC20 negates)
Hobgoblin Impaler
#42/60; LE; Angelfire;Common; 9 pts
Lvl 2; Spd 4; AC 22; HP 15
Melee: +4 (5)
Type: Humanoid (Goblinoid, Hobgoblin)
Special Abilities:
- Melee Sneak Attack +5
- Mobility (+4 AC against attacks of opportunity)
Imp
#43/60; LE; Angelfire;Uncommon; 17 pts
Lvl 3; Spd F6; AC 20; HP 15
Melee: +7(5 + Debilitating Poison)
Type:Tiny Outsider
SpecialAbilities:
- Flight
- Conceal 11
- Debilitating Poison (attack -2, -2 AC; DC 13)
- DR 5 (Take 5 less damage from nonmagical melee and ranged attacks)
- Respawn (At the end of a turn in which this creature is eliminated,place 1 Imp on your assembly tile; that Imp cannot activate this round)
- Tiny Reach (Can't make attacks of opportunity)
Kobold Soldier
#44/60; LE; Angelfire;Common; 6 pts
Lvl: 2; Speed: 4; AC: 20; HP: 15
Melee: +5 (5 magic)
Type: Small Humanoid (Kobold, Reptilian)
Special Abilities: Hard of Hearing (Only a commanderwithin 6squares can rally this creature)
Mina, Dark Cleric
#45/60; LE; Angelfire; Rare;55 pts
Commander 6
Lvl 8; Spd 4; AC 21; HP 65
Melee:+11/+6 (10 magic + Death Kiss)
Type:Humanoid (Human)
Commander Effect: Followersgain melee attack +4 and damage +5 against enemies affected by bestowcurse. Warband Building: CE Dragons are legal in your warband.
Special Abilities:
- Unique
- Death Kiss (Whenever Mina's melee attack destroys a living enemy,replace it with an Undead creature under your control with cost 5 orless, and Mina heals 5 hp)
Spells: 3rd—bestow curse [][][] (sight; attack-4, save -4; DC 15); 4th—castigate[][] (radius 2, centered on caster; 10 damage to other creatures, or 20damage to CG creatures, can cast while adjacent to enemy; DC 16)
OgreMage
#46/60; LE; Angelfire; Rare;44 pts
Commander3
Lvl 5; Spd F8; AC 18; HP 35
MeleeAttack: +7 (20)
Type:Large Giant
CommanderEffect: Followers get melee attack +2 againstnoncommanders.
SpecialAbilities:
- Flight
- Conceal 11
- Melee Reach 2
-Regeneration 5 (This creature heals 5 hp at the start of its turn)
- Spell Resistance
Spells:1st-charm person [] (range 6;Confusion, Humanoids only, ends after target creature's next turn; DC14); sleep[] (sight; radius 4; Sleep; DC 14); 5th-cone of cold [] (cone; 30 colddamage; DC 18)
Orog Warlord
#47/60; LE; Angelfire; Rare;71 pts
Commander 4
Lvl 9; Spd 4; AC 21; HP 80
Melee:+16/+11 (15 magic)
Type:Humanoid (Orc)
CommanderEffect: Each turn, each follower gets melee attack +3until it moves.
SpecialAbilities:
- Cleave
- Chaos Foe (Damage +5 against chaotic creatures)
- Minions (Up to 2 creatures of any faction, with total cost 15 orless, whose name contains orc)
- Resist 5 Cold, Fire
Steel Predator
#48/60; LE; Angelfire; Rare; 94 pts
Lvl 10; Spd 10; AC 23; HP 100
Melee: +18/+16 (15 magic/10 magic)
Type: Large Outsider
Special Abilities:
- Arrogant (Commander ratings don’t add to this creature’smoralesaves)
- Blindsight
- DR 5 (takes 5 less damage from nonmagicalmelee and ranged attacks)
- Immune Electricity, Sonic
- Pounce (This creature can use all its melee attacks when charging)
- Resist 20 Cold, Fire
- Roar [] (Swift; cone; 40 sonic damage, DC 20)
Vargouille
#49/60; LE; Angelfire;Uncommon; 12 pts
Level: 1; Speed: F4; AC: 12; HP: 5
Melee: +3 (5)
Type: Small Outsider
Special Abilities:
- Flight
- Immune paralysis
- Vargouille’s shriek (Replaces attacks: Paralysis, all creatureswithin 6squares; DC 12)
Skeletal Archer
#50/60; LE/CE; Angelfire;Common; 5 pts
Lvl 1; Spd 6; AC 13; HP 5
Melee +1 (5)
Ranged +1 (5)
Type: Undead
Special Abilities:
- Fearless
- Immune Cold
Abyssal Skulker
#51/60; CE; Angelfire;Common; 7 pts
Lvl 2; Spd 8; AC 15; HP 10
Melee: +5 (5)
Type: Small Outsider
Special Abilities:
- Hide
- Wandering Monster (Sets up on a random feature tile instead of yourassemblytile)
Bugbear Champion of Erythnul
#52/60; LE/CE; Angelfire; Uncommon;34 pts
Commander 2
Lvl 5; Spd 6; AC 20; HP 40
Melee: +8 (10 magic)
Type: Humanoid (Bugbear, Goblinoid)
Commander Effect: After 2 or more enemy creatures havebeeneliminated, followers get melee damage +5.
Sorcerer Spells:
1st - [][][][] lesser frighten(range 6; target creature with 30 or fewer hp makes a morale save), magicweapon (touch; attack +1, ignore DR)
Feral Minotaur
#53/60; CE; Angelfire;Uncommon; 32 pts
Lvl 6; Spd 8; AC 14; HP 50
Melee: +11/+11 (15)
Type: Large Monstrous Humanoid
Special Abilities:
- Disruptive (Until this creature makes a melee attack, you cannot addCommander ratings to your initiative rolls)
- Melee Reach 2
- Pounce (This creature can use all its melee attacks when charging)
- Powerful charge +10 (Melee damge +10 when charging)
- Regeneration 5 (This creature heals 5 hp at the start of its turn)
Fiendish Dire Wolverine
#54/60; CE; Angelfire;Uncommon; 29 pts
Lvl 5; Spd 6; AC 16; HP 55
Melee: +10/+10 (10 magic)
Type: Large Magical Beast
Special Abilities:
- DR 5 (Takes 5 less damge from nonmagical melee and ranged attacks)
- Fearless
- Furious Spirit (Until it makes a melee attack, this creature takes 5damageat the end of its turn)
- Spell Resistance (May ignore spells unless the caster rolls 11+)
Hezrou
#55/60; CE; Angelfire; Rare;80 pts
Commander3
Lvl 10; Spd 6; AC 21; HP 140
Melee:+11/+6 (20/10)
Type:Large Outsider
CommanderEffect: Frenzied Devotion (followers get melee attack +2until a creature you activate this round does not make a melee attack)
Special Abilities:
- Demonmaster 10 (as Beastmaster, but evil Outsiders only)
- Immune Electricity, Poison
- Melee reach 2
- Resist 10 Acid, Cold, Fire
- Spell Resistance
- Stench
Magmin
#56/60; CE; Angelfire;Uncommon; 11 pts
Lvl: 2; Spd: 6; AC 17; HP 10
Melee: +4(5)
Type: SmallElemental
Special Abilities:
- Double Damage from Cold
- DR 5 (Takes 5 less damge from nonmagical melee and rangedattacks)
- Fiery Aura 5 (Adjacent creatures take 5 fire damage when activating)
- Immune Fire
Ophidian
#57/60; CE; Angelfire;Common; 5 pts
Lvl 3; Spd 4; AC 16; HP 15
Melee: +4/-1 (5)
Type: Monstrous Humanoid (Reptilian)
Orc Wolf Shaman
#58/60; CE; Angelfire;Rare; 47 points
Commander 3
Lvl 7; Speed 8; AC 12; HP 75
Melee: +7 (15)
Type: Humanoid (Orc)
Commander Effect: Animal and Magical Beastfollowers gain Hunter+5 (Melee damage +5 unless more than 1 enemy is adjacent).
Special Abilities:
- Beastmaster 8
- Chastise Spirits [] (Replaces attacks: Elemental, Fey, andIncorporealcreatures within 6 squares take 25 damage; DC 19)
- Cleave
Sorcerer Spells:
2nd - [][] hold animal (sight; Paralysis, Animalsand MagicalBeasts only; DC 14)
3rd - [] call lightning (sight; 20 electricitydamage, ignoreSpell Resistance; DC 15, 20 electricity damage whenever target creatureactivates until its save succeeds)
Troll Slasher
#59/60; CE; Angelfire;Uncommon; 28 pts
Lvl 6; Spd 6; AC 16; HP 65
Melee +9/+9 (10)
Type: Large Giant
Special Abilities:
- Bloodthirsty (When attacking, this creature cannot choose anonwoundedcreature as a target if a wounded creature is adjacent)
- Double Damage From Fire
- Melee Reach 2
- Regeneration 5 (This creature heals 5 hp at the start of its turn)
- Rend +15 (If this creature hits 1 enemy with both melee attacks onthe sameturn, damage +15 to the second attack)
Wrackspawn
#60/60; CE; Angelfire;Common; 19 pts
Lvl 4; Spd 4; AC 14; HP 45
Melee: +8 (10 + Pain)
Type: Outsider
Special Abilities:
- Blindsight
- Pain 10 (10 damage; DC 18)
- Resist Fire 10
List compiled by Merric Blackman.Last updated Saturday, 21 July 2005
Thanks to Gus Grosch, MattKempe, Timothy Whisenhunt, Fry andCorim Danex for theirinvaluable help in checking the list
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