Giant Rat Familiar Scale Fanatic Folk Rogue Leader CR Level 1  Beast • Aquatic Level 3  Kobold • Rage Level 5  Goblin • Stealth Level 4  • Stealth 1 Attacks Attacks Attacks Attacks AC M AC M AC M AC M 14 Little Incisors: +8 vs. AC; 5 damage AND this 14 Spikey Club: +5 vs. AC; 10 damage. +2 attack 17 Captured Mansword: +11 vs. AC; 15 damage. 17 Tiny Dagger: +10 vs. AC; 5 damage. creature may shift 1 square. and +5 damage (maximum +10 damage) for each r Red Stone: (range 6) +12 vs. AC; 5 damage AND FORT FORT Rage ally within 4 squares of this creature. FORT FORT target immediately provokes an opportunity attack 12 14 17 15 from one of this creature’s allies (choose one ally

REF Powers REF REF REF adjacent to target). 12 Resist 5 Poison, Resist 5 Psychic 14 17 Powers 18 WILL Hole in the Wall: Invisible to nonadjacent enemies WILL Powers WILL Con dence: Use when this creature hits with WILL Powers 12 when adjacent to a wall. 16 Immune Dominated 17 an attack: Heal 15 HP. 15 Sneak Attack 10: +10 damage vs. targets granting Familiar: Use at set up: Choose an Arcane ally that Expendable: Whenever there is a champion Clan Warcry: Use at start of round: Goblin allies of this creature combat advantage. has not been chosen by another creature with the in this creature’s warband: This creature is worth level 5 or lower have +5 damage until end of round. Low Shadows: Invisible to nonadjacent enemies SPEED SPEED SPEED SPEED Natural Leader: Use when rolling initiative, if your when adjacent to a wall. 5 Familiar power. Until end of battle, that Arcane ally 6 0 VP when destroyed. 7 6 may use its own space or this creature’s space Inspired: Use when starting a turn within 4 squares opponent does not have a Champion on the battle when checking line of sight to targets and when of a Dragon ally: +2 speed and +5 damage until end map: Roll an extra d20 for intiative. Champion Powers HP determining if target has ranged cover. HP of round. HP Wild Raiders: Warband Building: All Small HP  Use when a hal ing ally makes an attack or save: 15 30 40 are legal in your warband. 40 Roll 2d20 and use the higher result. BLOOD BLOOD BLOOD BLOOD  Use at start of round: Until end of round, each 5 15 20 20 Small ally has +5 damage.

 Use with Menagerie II: Rat  Use with Monster Menagerie II: Kobold (spiked club)  Use with Monster Menagerie II: Goblin (sword)  Use with Monster Menagerie II: Hal ing Rogue 5 8 16 19

©2017 DDM Guild Monster Menagerie II 1/43  S ©2017 DDM Guild Monster Menagerie II 2/43  S ©2017 DDM Guild Monster Menagerie II 3/43  S ©2017 DDM Guild Monster Menagerie II 4/43  S

Bullywug Ambusher Drow Slaver Siegehammer Ghast Tomb Stalker Level 5  Aquatic • Bullywug • Primal Level 10  Drow • Aquatic Level 9  Orc • Rage Level 6  Undead

Attacks Attacks Attacks Attacks AC M AC M AC M AC M 18 Spear: +11 vs. AC; 10 damage. 23 Deep Kraken Mancatcher: +17 vs. AC; 19 Fistknife: +14 vs. AC; 10 damage. 18 Claw +12 vs. AC; 10 damage AND immobilized. 10 damage AND Immobilized. m Siegehammer: (can use while charging) +13 vs. m Bite: Minor action: (Immobilized target only) FORT FORT c FORT Fortitude; 25 damage (Ignores Resist) AND push 1. FORT +10 vs. AC; 10 damage AND Dazed. 16 21 Ink Jet: (line 3) +16 vs. Reflex; 5 acid damage 21 18 AND Blinded. REF REF REF REF 16 21 21 18 WILL Powers WILL Powers WILL Powers WILL Powers 16 Swamp Dweller: While this creature occupies river 21 Immune Immobliized 19 Heavy Hammer: On natural attack rolls of 19 or 20, 18 Resist 5 Necrotic terrain, enemies 6 or more squares away from it Conceal 6 target is Dazed (hit or miss). Sprint Attack +2 Speed while charging. cannot trace line of sight to it. Constriction: Use at start of this creature’s turn: Punch: Immediate action, when an adjacent Grave Stench: (aura) Adjacent Living creatures have SPEED SPEED Each adjacent Immobilized enemy takes 10 damage. SPEED SPEED 5 Hop: Move action, once per turn: Moves up to its 7 7 enemy declares an attack; Make a Fistknife attack 7 -2 attack. speed, with Flight. Ink Cloud: Immediate action, use any time: against that enemy. Taste the Air: Use when a Living enemy is adjacent: Choose a square within 6 of this creature. Until the Leaping Charge 5: +5 damage and Flight while Das Siegehammer: Move action, when adjacent to Ignore Invisible and Ignore Conceal on that enemy.

HP charging. HP start of this creature’s next turn, that square and HP secret door terrain: An adjacent square of secret HP 45 60 each square adjacent to it gain smoke terrain. 70 door terrain becomes clear terrain until end of 45 BLOOD BLOOD BLOOD battle. BLOOD 20 30 35 20

 Use with Monster Menagerie II: Bullywug  Use with Monster Menagerie II: Drow Elite Warrior  Use with Monster Menagerie II: Orc (hammer)  Use with Monster Menagerie II: Ghast 15 33 32 16

©2017 DDM Guild Monster Menagerie II 5/43  M ©2017 DDM Guild Monster Menagerie II 6/43  M ©2017 DDM Guild Monster Menagerie II 7/43  M ©2017 DDM Guild Monster Menagerie II 8/43  M Human Cleric CR Human Monk Ambassador CR Stalker Level 8  Human • Divine 2 Level 5  Human • Ki Level 7  Elf • Mastermind 3 Level 9  Bugbear • Goblin • Stealth Attacks Attacks Attacks Attacks AC M AC M AC M AC M 21 Sword: +12 vs. AC; 15 damage. 18 Fist: +12 vs. AC; 5 damage. 20 Hammer: +12 vs. AC; 15 damage. 20 Axe: +14 vs. AC; 20 damage. r Hold Person: (range 6) +11 vs. Will; Helpless. m Ki Strike: +11 vs. Fortitude; 15 damage AND FORT FORT Stunned. FORT FORT 19 16 18 22

REF REF REF Powers REF 18 Powers 16 18 Profound Diplomat: While this creature is not 20 WILL Holy Water: Minor Action. An adjacent Undead WILL Powers WILL bloodied, Dwarf creatures in your warband gain WILL Powers 20 enemy takes 10 damage. 16 Immune Stunned 18 the Elf keyword and Elf creatures in your warband 20 Sneak Attack 10: +10 damage vs. targets granting Healing: Minor Action. An adjacent ally heals Leaping Charge 5: +5 damage and Flight while gain the Dwarf keyword. this creature combat advantage. 15 HP. charging. Envoy: You may include one Elf creature in your Hide: If this creature has ranged cover other than SPEED SPEED SPEED SPEED from intevening creatures vs. a nonadjacent 6 7 Mind Blank: Use when this creature is targeted by 6 warband from the Wild faction. 6 an attack vs. Will; +10 Will vs. that attack. enemy, it is Invisible to that enemy. Champion Powers Champion Powers HP  Use when an adjacent ally starts its turn: End an HP HP  Use when this creature is targeted by an attack: HP 45 effect or condition on that ally. 40 45 Redirect that attack to an adjacent Elf ally. 70 BLOOD  Use at start of round: Until end of round, allies BLOOD BLOOD  Use at start of an Elf Ally’s turn: Slide that ally BLOOD 20 have +2 attack while within 5 of this creature. 20 20 up to 4 squares. 35

 Use with Monster Menagerie: Elf Fighter  Use with Monster Menagerie: Bugbear (Axe) 25 13 23 31

©2017 DDM Guild Monster Menagerie II 9/43  M ©2017 DDM Guild Monster Menagerie II 10/43  M ©2017 DDM Guild Monster Menagerie II 11/43  M ©2017 DDM Guild Monster Menagerie II 12/43  M

Sahuagin Warleader CR Kobold King CR Goblin Fanatic Orc Siege Boss CR Level 9  Sahuagin • Divine • Aquatic 1 Level 10  Kobold • Stealth 2 Level 6  Goblin • Bane • Rage Level 11  Orc• Martial 2 Attacks Attacks Attacks Attacks AC M AC M AC M AC M 22 Trident: +14 vs. AC; 20 damage. 23 Axe: +15 vs. AC; 20 damage AND this creature 17 Rune Axe: +11 vs. AC; 15 damage. 22 Orc Bossblade: +18 vs. AC; 15 damage AND r Net: (range 3) +14 vs. Reflex; Stunned. may shift one square. m Bloodrage: +10 vs. AC; 15 damage AND repeat until end of battle, have +2 attack vs. target. FORT FORT r Sling: (range 10) +17 vs. AC; 10 damage. FORT this attack against a different target (once per turn). FORT M Fistknife: Minor action: +16 vs. AC; 10 damage. 20 21 17 Q 22 whenever this creature starts a turn bloodied. REF REF REF REF 20 Powers 21 Powers 17 22 WILL Scout WILL Kobold King: Each Kobold ally has +5 damage. WILL Powers WILL Powers 20 Bloodfrenzy: +5 damage while bloodied. 20 Sneak Attack 10: +10 damage vs. targets granting 17 Headstrike: Use when this creature makes an 22 War Boss: (aura 5) Each non-champion Orc ally Warleader: (aura) Sahuagin allies within 5 squares this creature combat advantage. attack with combat advantage: The attack is an within 5 squares of this creature has +2 attack. of this creature have +2 attack. Intuitive Dodge: Use when this creature is targeted automatic hit and a critical hit. Siege Boss: Each Orc ally has +5 damage vs. SPEED SPEED SPEED SPEED with a c or a attack: Slide this creature 3 squares. 6 6 7 6 constructs and objects. Champion Powers Champion Powers Champion Powers HP  Use at start of round: Non-good Aquatic allies HP  Use at start of round: Each Kobold ally gains HP HP  Use at start of round: Each Orc and ally 60 move up to their speed. 65 Sneak Attack 10 until end of round. 45 75 moves up to its speed. BLOOD  Use when an aquatic ally damages a bloodied: BLOOD  Use when this creature is targeted by an attack: BLOOD BLOOD  Use when an Orc ally hits with a m attack: That ally 30 enemy: +20 damage on that attack. 30 The attack targets an adjacent Kobold ally instead. 20 35 may repeat that attack as a free action.

 Use with Monster Menagerie: Sahuagin  Use with Monster Menagerie: Kobold (axe)  Use with Monster Menagerie: Goblin (axe)  Use with Monster Menagerie: Orc (sword) 31 43 18 42

©2017 DDM Guild Monster Menagerie II 13/43  M ©2017 DDM Guild Monster Menagerie II 14/43  M ©2017 DDM Guild Monster Menagerie II 15/43  M ©2017 DDM Guild Monster Menagerie II 16/43  M Bugbear Finisher Hero Hobgoblin Champion CR Orcspawn Outcast Level 11  Bugbear • Goblin Level 9  Hobgoblin • Bane Level 11  Hobgoblin • Bane 1 Level 3  Half-Orc • Primal Attacks Attacks Attacks Attacks AC M AC M AC M AC M 22 Executioner’s Axe: +16 vs. AC; 20 damage. 23 Masterwork Longsword: +14 vs. AC; 15 damage 23 Twin Katanas: (make two attacks) +16 vs. AC; 12 Mallet: +10 vs. AC; 10 damage. r Fearful Visage: Minor action: (range 6, level 10 AND 10 ongoing damage on critical hit. 15 damage AND 10 ongoing damage on critical hit. FORT or lower target) +14 vs. Will; Immobilized. Q as a FORT FORT FORT 22 20 21 14 move action. REF REF REF REF 22 20 21 Powers 12 WILL WILL WILL Resist 15 All vs. critical hits. WILL Powers 22 Powers 20 Powers 21 Awareness: May make an opportunity attack when 12 Humanoid Bane 10: +10 damage vs. Kobold, Orc, Easy Kill: +10 damage vs. Immobilized targets. Fast Shield 10: Use when an enemy makes a r an adjacent enemy shifts. Goblin, and Hobgoblin enemies. Finisher 10: +10 damage vs. Bloodied enemies. attack vs. AC: This creature or an adjacent Champion Learns by Example: Whenever this creature is SPEED SPEED ally gains Resist 10 All vs. that attack. SPEED SPEED in a warband with a Human champion, it gains the 7 Sneak Attack 10: +10 damage vs. targets granting 6 6 Champion Powers 8 this creature combat advantage. Into the Breach: Use at start of turn: This creature  Use when a Hobgoblin damages an enemy with a Human keyword; whenever this creature is in a may take an extra attack action this turn. m attack: As a free action, it repeats the attack. warband with an Orc Champion, it gains the Orc keyword. HP HP HP  Use at start of round: Until end of round, each HP 75 65 70 hobgoblin ally has +1 to attack for each Hobgoblin 40 BLOOD BLOOD BLOOD in your warband that that has not yet taken a turn BLOOD 35 30 35 this round. 20  Use with Monster Menagerie II: Hobgoblin (sword and shield)  Use with Monster Menagerie II: Hobgoblin (two swords)  Use with Monster Menagerie II: Bugbear (Battleaxe)  Use with Monster Menagerie II: Half-Orc Barbarian 41 29 39 8

©2017 DDM Guild Monster Menagerie II 17/43  M ©2017 DDM Guild Monster Menagerie II 18A/43  M ©2017 DDM Guild Monster Menagerie II 18B/43  M ©2017 DDM Guild Monster Menagerie II 19/43  M

Gnoll Rage Spawner Gnoll Flailbearer CR Wizard Sea Hag Level 10  Gnoll • • Rage Level 12  Gnoll • Divine 1 Level 13  Human • Arcane Level 6  Hag • Aquatic Attacks Attacks Attacks Attacks AC M AC M AC M AC M 20 Demonic Bite: +15 vs. AC; 20 damage. 22 Ripping Bite: +17 vs. AC; 20 damage. 26 +16 vs. AC; 15 damage. 16 Hag Pinch: +12 vs. AC; 5 damage AND m Raging Attack: +13 vs. AC; 15 damage AND m (attack target twice) +18 vs. AC; r Soul Drain: (range 6) +20 vs. Fortitude; 5 ongoing necrotic damage. FORT repeat this attack. Q when a new gnoll ally joins FORT 15 damage. Q when this creature destroys an enemy. FORT 15 ongoing necrotic damage (until end of battle). FORT r Death Glare: (range 4) +9 vs. Will; 20 damage. 22 22 24 a Blue Flame Blast: (radius 1, nearest) + 18 vs. 14 a your warband. Entangle: (radius 1 within 6) + 9 vs. Will; REF REF Powers REF REF Immobilized AND 5 ongoing damage (save ends 22 Powers 22 Immune Dazed 24 heals 5 HP for each target destroyed. 14 both). WILL Bring it down!: Gnoll and demon allies have WILL Flail Aura: (aura 5) Gnolls within aura have +2 m WILL WILL 22 +2 attack vs. Bloodied enemies. 24 attack and are Immune Dazed. 28 Powers 20 Powers Blood Cackle: Use when a gnoll ally destroys a Flailstrike: Use when this creature hits with a Resist 10 necrotic Conceal 11 living enemy: Each Gnoll ally and each Gnoll enemy Each Gnoll ally and each Rage ally Blindsight: Ignores Invisible; Ignores Conceal. Covenwork: +2 attack whenever this creature has SPEED has +2 attack until end of battle. SPEED within 5 squares of this creature makes a M attack SPEED SPEED at least two hag allies within 10 squares. 7 7 6 : Undead allies have +2 attack. 5 Spawn: Use when a Gnoll ally destroys a as a free action. Teleport: Move action: Place this creature in a Water Attuned: +2 attack vs. targets adjacent to a Living enemy: Add a new Gnoll or Demon ally Champion Powers square it can see. river terrain. worth 5 VP or less to your warband. The new ally HP HP  Use at start of turn: Until end of round, enemy HP HP is considered to have taken its turn this round, and 80 80 Champion powers do not function with 5 squares 70 35 is placed in the space occupied by the destroyed BLOOD BLOOD of this creature. BLOOD BLOOD 40 enemy. 40 35 15

 Use with Monster Menagerie II: Gnoll  Use with Monster Menagerie II: Gnoll (Flail)  Use with Monster Menagerie II: Human Wizard 31 48 63 15

©2017 DDM Guild Monster Menagerie II 20A/43  M ©2017 DDM Guild Monster Menagerie II 20B/43  M ©2017 DDM Guild Monster Menagerie II 21/43  M ©2017 DDM Guild Monster Menagerie II 22/43  M Brass Wyrmling CR White Wyrmling CR Black Pudding Berserk Clay Golem Level 6  Dragon • Fire 1 Level 5  Dragon • Cold 1 Level 10  Ooze • Acid Level 11  Construct • Demon • Rage Attacks Attacks Attacks Attacks AC M AC M AC M AC M 19 Bite: 18 Bite: +10 vs. AC; 5 + 5 cold damage. 17 Slam: (reach 2) +14 vs. AC; 10 + 10 acid damage 24 Clay Fists: +16 vs. AC; 20 damage. c Sleep Breath: (blast 3) +9 vs. Fortitude; c Cold Breath: (blast 3) +9 vs. AC; 10 cold damage. AND 10 ongoing acid damage. FORT Helpless (save ends, or ends when target takes FORT FORT FORT 18 18 21 Powers 26 damage). REF c Fire Breath: REF REF Phasing REF 18 17 Powers 21 Immune Acid 20 Powers WILL Powers WILL Resist 10 Cold WILL Immune Cold WILL Acid Cured: Whenever this creature would take 17 Resist 10 Fire 16 Kinship: +2 attack whenever adjacent to an ally 21 Lightning Cured: Whenever this creature would take 22 acid damage: It heals 5 HP instead. lightning damage: It heals 5 HP instead. with the Cold OR Dragon keywords, or +3 if the ally Possessed: Whenever it starts a turn without line of has both. Blindsight: Ignores Conceal, Ignores Invisible. sight to a Demon ally: Confused until end of turn. SPEED SPEED SPEED Ooze: Takes half damage from m and r attacks. SPEED Champion Powers Kill-Kill-Kill: Use whenever this creature starts a turn F6 F6 4 Sight 8: Its line of sight ends after 8 squares. 6  Champion Powers adjacent to an enemy: Make a Clay Fists attack Use when this creature ends a round in your Spider Climb: Use when this creature starts a turn  Use at start of turn: This creature and each ally with combat advantage against each adjacent opponent’s start area: Score 5 VP. adjacent to a wall: HP HP within 3 gains Resist 5 Fire until end of round. HP HP enemy and each adjacent ally.  Use when this creature ends a round next to an of turn. 40 enemy worth 12 VP or less: Roll 1d20. On an 11+, 40  Use when an enemy takes cold damage: Target is 50 70 BLOOD eliminate both creatures (score normally). BLOOD also Immobilized. BLOOD BLOOD 20 20 25 -  Use with Monster Menagerie II: Brass Dragon Wyrmling  Use with Monster Menagerie II: White Dragon Wyrmling  Use with Monster Menagerie II: Clay Golem 17 15 35 42

©2017 DDM Guild Monster Menagerie II 23/43  M ©2017 DDM Guild Monster Menagerie II 24/43  M ©2017 DDM Guild Monster Menagerie II 25/43  L ©2017 DDM Guild Monster Menagerie II 26/43  L

Hellraider Hippogriff Ancient Iron Golem Planetar Stone Golem Guardian Level 9  Beast • Celestial Level 12  Construct Level 13  Celestial • Angel • Planar Level 12  Construct

Attacks Attacks Attacks Attacks AC M AC m AC M AC M 22 Claws: +14 vs. AC; 10 + 5 radiant damage. 28 Rusty Blade: (may use on charge) +17 vs. AC; 26 Holysword: +18 vs. AC; 15 + 10 radiant damage. 26 Stone Fist: (reach 2) +17 vs. AC; 20 damage. m Ripping Beak: Minor action: +14 vs. AC; 25 damage. a Godstorm: r Slow: Minor action: (range 2) +17 vs. Will; FORT 10 damage. Q as a move action. FORT FORT FORT Slowed (save ends) 20 28 24 -2 attack until end of round. 26 Powers REF REF REF REF 20 18 Resist 10 Cold 24 18 Powers Resist 20 Fire Resist 10 Cold WILL Powers WILL Immune Poison WILL WILL Resist 10 Fire 20 Charger: When this creature resolves a charge: Its 22 Immune Psychic 24 Powers 22 Immune Poison rider can make a M attack against the target of Delayed Appearance: Starts off the battlemap. Resist 5 All Immune Psychic the charge, at +10 damage, as a free action. Arise from Buried: Use at start of any round: Scout SPEED SPEED SPEED Dependent: Whenever this creature does not have SPEED Place this creature adjacent to, but not occupying, F7 Trained Mount: May have a Good, Medium-sized 4 F8 a Good ally in their warband; lose Resist All. 5 Solid Footing: Ignores Push, Pull and Slide effects. Human or Dwarf as a rider. a victory area. Heal: Minor action: An adjacent ally heals 20 HP Guardian: Use with Stone Fist, when this creature Radiant Burst: Use at start of turn: This creature Leaks Noxious Gas: Allies and enemies that start and loses all conditions affecting it. occupies a victory area: Hit or miss, make another HP and adjacent allies Heal 10 HP; adjacent enemies HP their turn adjacent to this creature take 5 poison HP HP Stone Fist attack (maximum once per turn). damage. 60 take 5 radiant damage. 80 75 90 BLOOD BLOOD BLOOD BLOOD 30 - 35 -

  Use with Monster Menagerie II: Iron Golem  Use with Monster Menagerie II: Stone Golem 27 47 58 52

©2017 DDM Guild Monster Menagerie II 27/43  L ©2017 DDM Guild Monster Menagerie II 28/43  L ©2017 DDM Guild Monster Menagerie II 29/43  L ©2017 DDM Guild Monster Menagerie II 30/43  L Worg Leader Galeb Duhr Mind Flayer Enslaver Mind Flayer Skirmisher Level 10  Beast • Primal Level 10  Earth • Primal Level 10  Mind Flayer • Psionic • Unique Level 10  Mind Flayer • Psionic • Unique

Attacks Attacks Attacks Attacks AC M AC M AC M AC M 18 Ripping Maw: +15 vs. AC; 15 damage AND 5 20 Bash: +15 vs. AC; 15 damage. 24 Tentacles: +14 vs. AC; 15 damage. 25 Tentacles: +16 vs. AC; 15 damage. ongoing damage. r Animate Boulder: (range 12, target adjacent r Dominate: Minor action: (range 5, Stunned r Focused Mind Blast: Minor action: (range 5) FORT FORT to statue terrain or difficult terrain) +15 vs. AC; FORT target only) +15 vs. Will; Dominated (save ends) AND FORT +15 vs. Will; Stunned (save ends). 24 Powers 26 Q 20 22 m 15 damage. as a move action. target loses the Stunned condition. Psi Claw: +16 vs. AC; 10 + 10 psychic damage REF Worg Howl: Minor Action: Each Living enemy of REF REF c Mind Blast: (blast 5) +15 vs. Will; Stunned. REF AND 10 ongoing psychic damage. 20 level 5 or less takes 5 ongoing psychic damage. A 16 22 22 WILL creature who saves against Worg Howl ignores the WILL Powers WILL Powers WILL Powers 20 Worg Howl power until the end of battle. 20 Resist 15 All 26 Resist 10 Psychic 25 Resist 10 Psychic Trained Mount: Can have a Medium or smaller Immune Petri ed Brain Eater: Immediate action, when this creature Brain Eater: Immediate action, when this creature Orc or Goblin Champion as a Rider. Tremorsense: Ignores Conceal on creatures without destroys an enemy with a M attack: Heal 10 HP. destroys an enemy with a M attack: Heal 10 HP. SPEED Pinning Attack: Use when this creature hits with SPEED SPEED SPEED Flight; Treats invisible creatures without Flight as Psi Pool: Use at start of this creature’s turn, Psi-step: Immediate action, when damaged by an 8 a M attack: Target is also Immobilized and grants 4 F6 6 visible. once per turn: Q Dominate or Mind Blast. attack, or at start of this creature’s turn: Teleport 6. Combat Advantage to adjacent enemies (save ends Momentum: Use while charging if this creature Thralls: Warband Building: You may include two both; effect also ends if this creature moves). Psi Pool: Use at start of this creature’s turn, HP HP moves at least 4 squares during the charge: +2 attack HP creatures from the Borderlands faction in your HP once per turn: Q Focused Mind Blast or Psi Claw. Blindsight: Ignores Conceal; Ignores Invisible. +10 damage on that charge. 80 40 60 warband. 65 BLOOD BLOOD BLOOD BLOOD Are you sure that’s a mind ayer? 40 20 30 30 I thought they let their slaves ght for them...

 Use with Monster Menagerie II: Worg   Use with Monster Menagerie II: Galeb Duhr  Use with Monster Menagerie II: Mind Flayer  Use with Monster Menagerie II: Mind Flayer (claw) 35 43 48 45

©2017 DDM Guild Monster Menagerie II 31/43  L ©2017 DDM Guild Monster Menagerie II 32/43  M ©2017 DDM Guild Monster Menagerie II 34A/43  M ©2017 DDM Guild Monster Menagerie II 34B/43  M

Tiefling Warlock Lord CR Young Grick Half Gold Dragon Sorcerer Gold Wyrmling CR Level 13  Tiefling • Arcane • Unique 2 Level 4  Beast • Aberration Level 15  Dragon • Arcane Level 8  Dragon • Fire 1 Attacks Attacks Attacks Attacks AC R AC M AC M AC M 26 Eldritch Ray: (sight) +18 vs. AC; 20 damage. 16 Tentacle Grab: (roll 2d20 and use the higher) 28 Smiting Rod: +19 vs. AC; 5 +15 radiant damage. 23 Bite: +13 vs. AC; 10 +10 fire damage. +8 vs. AC; 10 damage. r Rime re:(minor action, once per turn, range 9) c Weakness Breath: (blast 3) +12 vs. Fortitude; FORT Powers FORT m Beak: Minor action, only if this creature hit with FORT +19 vs. Fortitude; 10 cold + 10 fire damage. FORT Weakened. 25 13 tentacle grab this turn: +10 vs. AC; 10 damage. 26 r Bigby’s Hand:(sight) +20 vs. AC; 15 damage OR 21 c Fire Breath: (blast 3) +13 vs. AC; 15 fire damage. Resist 10 Fire REF Possess Ally: Full turn action. Until start of this REF REF Choose 1 of: 25 damage AND Push 3, REF 25 creature’s next turn it is Dazed. Choose an ally 13 28 10 ongoing damage AND 21 WILL within 5 squares of this creature that has not taken WILL Powers WILL Immobilized(save ends both). WILL Powers 26 a turn this round. That ally makes an Eldritch Ray 17 Resist 5 All 28 c Mixed Breath: (blast 4) +17 vs. Reflex; 20 fire 19 Resist 15 Fire attack, as if it had that power, then it is considered Fade to Stone: Invisible to nonadjacent enemies damage AND Weakened. Kinship: +2 attack whenever adjacent to a Good ally

to have taken a turn for this round. when occupying difficult terrain. or a Dragon ally, or +3 if the ally is both. SPEED Agonizing Blast: +10 damage vs. Living targets. SPEED SPEED SPEED F6 6 F6 F8 Powers Champion Powers Champion Powers Resist 10 Fire  Use when an enemy declares an opportunity HP  Use when a Beast or Demon ally damages an HP HP Mirror Image: Use when this creature is hit by a HP attack: That attack misses. 80 enemy: +15 necrotic damage on that attack. 30 75 m or r attack: That attack is a miss, instead. 50  Use at start of round: Players score double VP  BLOOD Use at start of round: Tiefling and allies BLOOD BLOOD BLOOD for occupying victory areas this round. 40 have +2 attack and +5 damage until end of round. 15 30 25  Use with Monster Menagerie II: Gold Dragon Wyrmling  Use with Monster Menagerie II: Tie ing Warlock  Use with Monster Menagerie II: Grick 61 12 91 25

©2017 DDM Guild Monster Menagerie II 35/43  M ©2017 DDM Guild Monster Menagerie II 36/43  M ©2017 DDM Guild Monster Menagerie II 37/43  M ©2017 DDM Guild Monster Menagerie II 38/43  M Red Dragon Wyrmling CR Young Black Dragon CR Gynosphinx Androsphinx CR Level 7  Dragon • Fire 1 Level 10  Dragon • Stealth 1 Level 12  Magical Beast • Arcane Level 13  Magical Beast • Divine 2 Attacks Attacks Attacks Attacks AC M AC M AC M AC M 20 Bite: +12 vs. AC; 10+5 re damage. 23 Bite: +16 vs. AC; 10+10 acid damage. 24 Claw: +19 vs. AC; 15 damage. 27 Claw: +19 vs. AC; 20 damage. c Fire Breath: (blast 3) +10 vs. AC; 15 re damage. c Acid Breath: (line 5) +16 vs. AC; 15 acid damage. c Compelling Riddle: (blast 4) +18 vs. Will; c Roar: (blast 5) +18 vs. Will; 15 psychic damage. FORT FORT FORT 15 ongoing psychic damage AND Confused (save FORT Hit or miss, this creature takes 10 damage. 20 21 22 27 a ends both). Flamestrike: (radius 1 within sight) +16 vs. REF REF REF REF Reex; 20 re damage. 18 21 Powers 22 25 WILL Powers WILL Resist 10 Acid WILL Powers WILL 18 Resist 15 Fire 21 Deep Darkness: Minor action: Until start of this 28 Resist 10 Psychic 25 Powers Kinship: +2 attack whenever adjacent to an ally creature’s next turn, it may not attack or be attacked. Immune Confused Resist 15 Psychic, with the Fire or Dragon keywords, or +3 if the ally Acid Splash: Use after missing with Acid Breath, if the Blindsight: Ignores Invisible; Ignores Conceal. Immune Immobilized SPEED SPEED SPEED SPEED has both. d20 roll was 11+: The target takes 5 acid damage. Banish: Minor action: An Angel, Demon, Devil, F7 F7 F6 F6 Blindsight: Ignores Invisible; Ignores Conceal. Immortal or Planar enemy within 6 of this creature Fury 10: Use at start of turn if this creature is Champion Powers Champion Powers takes 20 ongoing damage. damaged: +10 damage until end of turn. HP  Use when a Dragon charges an enemy: +5 damage HP  Use when an enemy takes acid damage: That HP Invisibility: Minor action: This creature or an HP Blood Fury 10: Use at start of turn if this creature is 50 on that dragon’s attack. 60 enemy also takes 10 ongoing acid damage. 80 adjacent ally is Invisible until it resolves an attack. 100 bloodied: +10 damage until end of turn. BLOOD  Use when an enemy takes re damage: That BLOOD  Use when an ally takes damage: That ally BLOOD BLOOD Lord Sire: This creature has the Dragonne keyword 20 enemy also has 5 ongoing fire damage. 30 moves up to its speed as an immediate action. 40 50 if it has Dragonne allies in its warband.

20 36 46 63

©2017 DDM Guild Monster Menagerie II 39/43  M ©2017 DDM Guild Monster Menagerie II 40/43  M ©2017 DDM Guild Monster Menagerie II 41/43  L ©2017 DDM Guild Monster Menagerie II 43/43  L

The Xanathar CR The Xanathar (Epic) CR Warhorse Monster Menagerie II Level 14  Beholder • Mastermind • Unique 4 Level 19  Beholder • Mastermind • Unique 4 Level 6  Beast Attacks Attacks Attacks Design: D. Garry Stupack AC M Toothy Maw: +16 vs. AC; 15 damage. AC M Toothy Maw: +22 vs. AC; 15 damage. AC M Hooves: +13 vs. AC; 15 damage. Development: Louis Martineau, Antti Kostiainen, 27 r Eye Ray Barrage: Minor action: (sight) +18 vs. 32 r Eye Ray Barrage: Minor action: (sight) +22 vs. 22 James Prather, D. Garry Stupack FORT Reflex; 5 cold + 5 fire + 5 necrotic damage. FORT Reex; 10 + 10 cold + 10 re damage. FORT Graphic Design: Kevin Tatroe, Joel Broveleit, 25 c Aegis Eyes: Minor action: (blast 3) +18 vs. Will; 30 c Aegis Eyes: Minor action: (blast 3) +22 vs. 18 D. Garry Stupack REF Dazed. Dazed targets are Stunned, instead. REF Fortitude; Dazed. Dazed targets are Helpless, instead. REF 24 28 18 Special Thanks: DDM Guild’s supporters; Kierin Chase Powers Powers and Peter Lee at Wizards of the Coast. WILL Antimagic: (aura 8) Ignores invisible within aura; WILL Antimagic: (aura 10) Ignores invisible within aura. WILL Powers 27 Arcane enemies have -4 attack while in aura. 32 Arcane enemies have -4 attack while in aura. 18 Trained Mount: Can have a Medium or smaller Sneak Attack 10: +10 damage vs. targets granting Sneak Attack 10: +10 damage vs. targets granting Elf or Human ally as a rider. Charger: When this creature resolves a charge: Its SPEED this creature combat advantage. SPEED this creature combat advantage. SPEED rider can make a M attack against the target of 4 Disintegration: Use with Eye Ray Barrage: 4 Disintegration: Use with Eye Ray Barrage: 8 Dungeons & , D&D, D&D Miniatures, Wizards of the Target also has ongoing 20 damage. Target also has ongoing 20 damage. the charge, at +10 damage, as a free action. Coast are trademarks of Wizards of the Coast, Inc. and used with permission. All Wizards character names, and the distinct likenesses thereof are property of Wizards of the Coast, Inc. This HP HP HP Champion Powers Champion Powers material is protected under the copyright laws of the United 90  Use at start of round: Medium and Small Stealth 150  Use at start of round: Stealth allies have +2 attack 45 States of America. © 2017 DDM Guild and Wizards of the Coast. BLOOD allies have +5 damage until end of round. BLOOD and +10 damage until end of round. BLOOD This DDM Guild product contains no Open Game Content. 45  Use at start of any turn: Slide a creature 3 squares. 75  Use at start of any turn: Slide a creature 3 squares. 20

 Use with Monster Menagerie: Beholder  Use with Monster Menagerie: Beholder  Use with Monster Menagerie II: Riding Horse These cards are current as of September 15, 2017. 100 333 16

©2017 DDM Guild Monster Menagerie II 42/43  L ©2017 DDM Guild Monster Menagerie II 42/43  L ©2017 DDM Guild Monster Menagerie II 44B/43  L