<<

Giant Rat Familiar Scale Fanatic Folk Rogue Leader CR Level 1  Beast • Aquatic Level 3  Kobold • Rage Level 5  Goblin • Stealth Level 4  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. Add +2 17 Captured Sword: +11 vs. AC; 15 damage. 17 Tiny Dagger: +10 vs. AC; 5 damage. creature may shift 1 square. attack and +5 damage (maximum +10 damage) for r Red Stone: (range 6) +12 vs. AC; 5 damage AND FORT FORT each 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 Fade to : Invisible to nonadjacent enemies WILL Powers WILL 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 setup: 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. Fade to Black: Invisible to nonadjacent enemies SPEED SPEED SPEED SPEED Squad Leader: Use when rolling initiative, if your when adjacent to a wall. 5 Familiar power. Until end of match, that Arcane ally 6 0 VP when eliminated. 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 (or when of a dragon ally: +2 speed and +5 damage until end map: Roll an extra d20 for intiative. Champion Powers HP determining if targets have ranged cover). HP of round. HP Wild Raiders: Warband Building. All Small HP  H 15 30 45 are legal in your warband. 40 initiative roll: 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)  5 8 15 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 16 21 Ink Jet: 21 18 AND Blinded. REF REF REF REF 16 21 21 18 WILL Powers WILL Powers WILL Powers WILL Powers 16 Submerge: Whenever this creature occupies river 21 Immune Immobliized 19 Heavy Hammer: On natural attack rolls of 19 or 20, 18 Resist 5 Necrotic terrain, only allies and enemies within 5 squares of Conceal 6 target is Dazed (hit or miss). Sprint Attack +2 Speed while charging. it have 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 8 -2 attack. speed, with Flight. Ink Cloud: Immediate action, use any time: against that enemy. Taste the Air: Use when a iving enemy is adjacent: Choose a square within 6 of this creature. Until the Leaping Charge 5: +5 damage and Flight while 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 HP 45 60 each square adjacent to it gain smoke terrain. 70 secret door terrain becomes clear terrain 45 BLOOD BLOOD BLOOD until end of 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