Magmin Blazer Gazer Stirge Magma Mephit Mud Mephit Kobold Taunter
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Magmin Blazer Magma Mephit Mud Mephit Stirge Level 5 ✦ Elemental • Fire Level 5 ✦ Elemental • Fire • Earth Level 5 ✦ Elemental • Aquatic • Earth Level 3 ✦ Vermin Attacks Attacks Attacks Attacks AC M AC M AC M AC M 18 Fiery Touch: +10 vs. Reex; 10 re damage AND 20 Claw: +12 vs. AC; 10 damage. 20 Claw: +12 vs. AC; 10 damage. 19 Proboscis: +9 vs. AC; 5 damage AND 5 ongoing re damage (save ends). c Ignan Breath: (blast 3) +10 vs. Reex; 10 Fire r Mud Slinger: (range 3) +10 vs. Fortitude; 5 ongoing damage (save ends). FORT FORT damage + 5 ongoing re damage. Hit or miss, FORT Immobilized (save ends). FORT 16 18 each square adjacent to this creature gains smoke 18 14 REF REF terrain until the start of its next turn. REF REF 16 16 16 16 WILL Powers WILL Powers WILL Powers WILL Powers 16 Immune Fire 16 Resist 15 Fire 16 Disguise Self: Use during Setup. This creature is 14 Swooper: +5 attack when charging a non-Flying Blaze of Glory: Immediate action, on this creature’s Magma Tube: Move action: Move up to invisible until it resolves an attack. target. Death Burst: Immediate action, whenever turn: Each adjacent ally and each adjacent enemy current speed with Burrow Blood Siphon: Use at the end of this creature’s turn: SPEED SPEED Vesuvian Burst: Immediate action, whenever SPEED destroyed: Each adjacent ally and each adjacent SPEED One adjacent enemy with ongoing damage takes takes 20 re damage. Then, destroy this creature. enemy are Slowed. 5 F5 destroyed: Each adjacent ally and each adjacent B5 F6 5 damage. Illuminator:Lorem Allies and enemiesipsum within 6 squares Gathering Mud: Minor action, when adjacent to, enemy takes 5 re damage. Hide: If this creature has ranged cover other than of this creature are not invisible. but not occupying, river terrain: This creature heals 5 HP. from intervening creatures vs. a nonadjacent HP HP HP HP enemy, it is Invisible to that enemy. 30 35 40 30 BLOOD BLOOD BLOOD BLOOD 15 15 15 15 ❖ Use with Monster Menagerie III: Magmin ❖ Use with Monster Menagerie III: Mephit - Red ❖ Use with Monster Menagerie III: Mephit - Brown 14 13 14 10 ©2018 DDM Guild Monster Menagerie III 1/44 ● S ©2018 DDM Guild Monster Menagerie III 2A/44 ● S ©2018 DDM Guild Monster Menagerie III 2B/44 ● S ©2018 DDM Guild Monster Menagerie III 3/44 ● S Gazer Goblin with torch CR Kobold Taunter Gnoll with two swords Level 4 ✦ Beholder Level 3 ✦ Goblin • Arcane 1 Level 3 ✦ Kobold • Stealth Level 6 ✦ Gnoll • Rage Attacks Attacks Attacks Attacks AC r AC M AC M AC M 14 Eye Ray: Minor action: (range 6) +10 vs. Reex; 15 Torch: +10 vs. AC; 5 re damage. 17 Sword: +9 vs. AC; 10 damage. 15 Two Blades of the Beastmaster: +10 vs. AC; 15 Roll 1d20 and apply the eect listed: r Spitre: (range 4) +10 vs. Reex; 10 re AND 5 damage. FORT 1-5: 10 cold damage FORT ongoing re damage. FORT FORT 14 6-10: 5 psychic damage 14 15 15 REF 11-15: Dazed REF Powers REF REF 15 16-20: Slide target up to 2 squares 14 Illuminator: Enemies and allies within 6 squares 15 13 of this creature are not invisible. WILL WILL WILL WILL Alchemy: Attack action: Choose one of Acid, Powers Powers 15 Powers 16 Poison or Fire. An adjacent Goblin Ally gains +5 15 Sneak Attack 5 13 Strength in Numbers 1: increase your warband’s Inspired Mover: Minor action: Moves up to its damage of the type chosen on m attacks until end Taunt: Attack action, when adjacent to an enemy: creature limit by 1. current speed. of battle. Shift up to 3 squares, then pull that enemy up to Beastmaster: (Aura 5) Beast allies in aura have SPEED SPEED SPEED SPEED Beholder Enhanced: +5 damage when in a 3 squares. Enemies with a Will defense of 20 or +2 attack. F4 6 6 7 warband with a Beholder ally. greater are immune. Pack Attack: Immediate action, when a Beast ally resolves a M attack vs. an adjacent enemy: Make Champion Powers a M attack vs. that enemy. HP HP ❖ Use at the end of round: Destroy a Goblin in your HP HP 35 30 warband. Each Ally and enemy adjacent to the space 30 55 BLOOD BLOOD last occupied by that Goblin takes 5 acid + 5 poison BLOOD BLOOD 15 15 + 5 re damage. 15 25 ❖ Use with Monster Menagerie III: Goblin ❖ Use with Monster Menagerie III: Kobold 11 13 8 16 ©2018 DDM Guild Monster Menagerie III 4/44 ● S ©2018 DDM Guild Monster Menagerie III 6/44 ● S ©2018 DDM Guild Monster Menagerie III 5/44 ● S ©2018 DDM Guild Monster Menagerie III 7/44 ◆ M Kuo Toa with Mancatcher Death Dog Vampire Spawn - Bride Gnome Wizard - dagger CR Level 8 ✦ Kuo Toa • Aquatic • Rage Level 6 ✦ Magical Beast Level 6 ✦ Undead • Vampire Level 12 ✦ Gnome • Fey • Arcane 2 Attacks Attacks Attacks Attacks AC M AC M AC M AC M 22 Mancatcher: (reach 2) +13 vs. Reex; 19 Infested Bite: +12 vs. AC; 10 damage AND 16 Nails of the Vampire: +11 vs. AC; 10 + 5 necrotic 23 Winter Sta: +15 vs. AC; 10 + 5 cold damage. 10 damage AND Slide target up to 1 square AND 5 ongoing necrotic damage. damage. r Heartseeker Dagger: (range 5) +17 vs. AC FORT Medium or smaller target is Immobilized. FORT FORT m Bite: +11 vs. AC; 5 damage AND this creature FORT 10 damage AND 10 ongoing damage (save ends). 20 17 14 25 heals 15 HP. c Enhanced Cone of Cold: (blast 5) REF REF REF REF +16 vs. Reex; 25 cold damage AND Immobilized. 20 17 14 23 WILL Powers WILL Powers WILL Powers WILL Powers 20 Resist 10 Lightning 17 Immune Flanking 14 Immune Poison, Vulnerable 5 Radiant 25 Daggerspawn: Immediate action, after resolving a Inict Pain: Minor action: An adjacent Medium Superior Senses: Ignores Conceal. Pin and Bite: Free action, when this creature hits r attack: Make a second r attack with range 10. or smaller Immobilized enemy takes 5 damage. Two-Head Attack: Attack action, usable on charge: with a M attack on its turn: Make a Bite Attack. On The new target must be within 5 squares of the SPEED Slick Manuever: Move action, only when adjacent to SPEED Make 2 M attacks. SPEED a hit, the target is also Immobilized. SPEED target of the initial attack. 6 7 6 6 an enemy: Shift to another square adjacent to Bride of the Vampire: +2 attack whenever your that enemy. warband includes a Vampire ally of level 8 or greater. Champion Powers HP HP HP HP ❖ Use when a Fey creature is targeted by an attack: 60 50 45 60 That creature may Teleport 3. BLOOD BLOOD BLOOD BLOOD ❖ Use at start of round: Gnome and Fey creatures 30 25 20 30 have +2 attack and +5 damage until end of round. ❖ Use with Monster Menagerie III: Kuo Toa ❖ Use with Monster Menagerie III: Vampire Spawn 25 19 16 46 ©2018 DDM Guild Monster Menagerie III 8/44 ● M ©2018 DDM Guild Monster Menagerie III 9/44 ● M ©2018 DDM Guild Monster Menagerie III 10A or 10B/44 ● M ©2018 DDM Guild Monster Menagerie III 11B/44 ◆ S Gnome Wizard - spell Kraken Priest CR Mezzoloth Winged Kobold Level 12 ✦ Gnome• Fey • Arcane Level 11 ✦ Aquatic • Divine 1 Level 10 ✦ Demon Level 4 ✦ Kobold • Dragon Attacks Attacks Attacks Attacks AC M AC M AC M AC M 23 Sta of Embers: +15 vs. AC; 10 + 5 re damage. 24 Thunder Touch: +14 vs. Fortitude; 20 thunder 23 Claws: +15 vs. AC; 10 + 5 acid damage. On miss, 17 Sword: +11 vs. AC; 10 damage. r Firebolt: (sight) +16 vs. Reex; 15 re damage. damage. 5 acid damage. FORT a Shatter: (radius 2 within 10 ) +16 vs. Fortitude; FORT a Dark Tentacles: (radius 1 within 6) +14 vs. FORT a Cloudkill: (radius 2 within 6) +16 vs. FORT 25 23 Reex; 10 damage and Immobilized. 21 Fortitude; 5 poison damage AND ongoing 20 17 20 thunder damage AND Dazed. On miss, 10 REF thunder damage. Q when rst bloodied. REF m Drown: Living target only. +14 vs. Fortitude; REF poison damage (save ends). REF 23 23 25 damage AND Helpless (save ends). 21 17 WILL WILL Powers WILL Powers WILL Powers 25 25 21 Resist 10 Acid, Poison 17 Draconic Blessing: +5 damage whenever it is Powers Summon Sea Spawn: Use at end of round: within 6 squares of a Dragon ally. Twin Bolt: Use when declaring a r attack: Place a new Aquatic or Tentacle ally of cost 11 Dimension Door: Move action: Teleport 10. Make two r attacks against that target, instead. Dispel Magic: Immediate action, when an Arcane Flyby: This creature moves up to its speed and SPEED SPEED or less within 3 squares of this creature. SPEED SPEED makes a M attack at any time during its move. Conjure Elemental: Use at end of round. Place a or Divine enemy declares a r, a or c attack: Roll 6 6 Sea Hunter: +2 attack vs. targets that occupy river 6 F6 new Elemental ally of cost 14 or less within 10 1d20: On a roll of 10+, that attack misses each of its Pack Tactics: Enemies grant combat advantage terrain. to this creature whenever they are adjacent to squares of this creature. targets. Elemental Guardian: Immediate action, when Champion Powers an ally of this creature. HP HP HP Lorem ipsum HP this creature is targeted by an attack: Redirect ❖ Use at start of round: All clear squares gain river Lorem ipsum 60 the attack to an adjacent Elemental ally instead.