Acheron Goblin Air Genasi Swashbuckler Arcadian Hippogriff Blood of Vol Cultist

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Acheron Goblin Air Genasi Swashbuckler Arcadian Hippogriff Blood of Vol Cultist

Level 2 ✦ Goblin • Martial Level 10 ✦ Elemental • Martial Level 10 ✦ Magical Beast (Mount) Level 6 ✦ Human • Divine

Attacks Attacks Attacks Attacks


AC M Axe: +8 vs. AC; 10 damage. AC M Cutlass: +15 vs. AC; 15 damage. AC M Claw: +15 vs. AC; 15 damage. AC M Mace and Dagger: +10 vs. AC; 10 damage AND
17 24 26 m Dual Talons: Usable on charge. Make 2 M
20 ongoing 5 damage.
FORT Powers FORT Powers FORT FORT
attacks against the same target.
15 Goblin Bolstered: +2 Attack, +5 Damage, and +2 22 Opportunity Attacker: +5 Damage with m attacks 24 18 Powers
REF to all defenses while adjacent to a Goblin ally. REF on other creature’s turns. REF Powers REF Devotee of Undead: +5 Damage while an Undead
15 22 ❑ ❑ Bounding Assault: Replaces move action: 24 Martial Mount: Can have a Medium or smaller 18 champion ally is in play.
WILL WILL Move up to twice its current speed. WILL Martial creature as a rider. WILL Undead Bolstered: +2 Attack and +5 Damage
15 22 ❑ ❑ Lucky: Use after this creature misses with an 24 ❑ ❑ Elude Chance: Use when this creature or its 18 while adjacent to an Undead ally.
attack or fails a saving throw: Re-roll that attack roll rider makes a m attack: That attack’s attack roll is a
or saving throw instead. natural 10.
SPEED SPEED Retributive Strike: Use after an adjacent enemy SPEED ❑ ❑ Smite Evil 10: Use when this creature or its SPEED
5 F6 resolves an attack against this creature: Make 1 M F7 rider declares an attack against an Evil target: +10 5
attack against that enemy as an immediate action. Damage on that attack.
HP HP HP HP
30 70 75 45
From his fortress in Clangor, Maglubiyet sends forth Air genasi are the inheritors of the sky, It strikes with a knight’s conviction The Blood of Vol appears to be a religion devoted to the
BLOOD BLOOD BLOOD BLOOD
goblin forces against the neighboring orcs. the wind, and the air of the world. and a zephyr’s grace. literal and figurative meaning of blood.
15 35 35 20

7 36 37 18
©2008 Wizards, 28/60 ● ©2008 Wizards, 13/60 ★ ©2008 Wizards, 1/60 ★ ©2008 Wizards, 29/60 ●

Bluespawn Stormlizard Bralani Eladrin Celestial Giant Stag Beetle Centaur War Hulk
Level 10 ✦ Dragon • Magical Beast • Spawn Level 8 ✦ Eladrin • Fey Level 8 ✦ Magical Beast • Planar Level 12 ✦ Centaur • Fey

Attacks Attacks Attacks Attacks


AC M Goring Horn: +13 vs. AC; 15 damage. AC M Scimitar: +14 vs. AC; 15 damage. AC M Slicing Mandibles: +15 vs. AC; 15 damage AC M Halberd: (reach 2) +15 vs. AC; 25 damage.
25 ❑ c Lightning Breath: (line 10) +13 vs. Fortitude;
24 r Longbow: (sight) +14 vs AC; 15 damage.
24 AND Immobilized. 24 ❑ c Whirling Blade: (burst 2, enemy targets only)
FORT 20 lightning damage. On miss, 10 lightning FORT FORT c Lightning Burst: (burst 1) +12 vs. Fortitude; 10 FORT +15 vs. AC; 20 damage.
23 22 ❑ c Whirlwind Blast: (line 10) +12 vs. Reflex; 15 24 24
damage. Q when this creature first becomes damage AND push target up to 2 squares. On lightning damage.
REF bloodied. REF REF REF Powers
miss, 5 damage. Q when this creature hits with a
23 c Stormburst: (burst 2) +11 vs. Fortitude; 10 22 r attack. 20 Powers 20 Ponderous: Cannot shift.
WILL thunder damage. WILL WILL Resist 10 Lightning WILL Powerful Charge: +10 Damage while charging.
23 22 Powers 20 Predatory: +10 Damage with m attacks against 24
Powers Deflect Arrows: +2 to all defenses against r Medium or smaller targets.
Resist 10 Lightning; Resist 10 Thunder attacks. ❑ Defensive Shock: Use when this creature takes
SPEED Gathering Storm: +2 Attack and +5 Damage with SPEED Draw First Blood: +10 Damage against SPEED damage: Make 1 Lightning Burst attack as an SPEED
7 Stormburst while within 5 squares of another F6 undamaged targets. 5 immediate action. 7
Bluespawn Stormlizard. +4 Attack and +10
Damage with Stormburst while within 5 squares
HP of 2 or more Bluespawn Stormlizards instead. HP HP HP
65 65 50 75
Powerful Charge: +10 Damage while charging. Wild at heart, a bralani takes feral pleasure War hulks never lead centaur tribes, but they make
BLOOD BLOOD BLOOD BLOOD
in the slaughter of the wicked. This sacred scarab answers the call of the valiant. excellent guardians for those who do.
30 30 25 35

39 35 26 58
©2008 Wizards, 30/60 ★ ©2008 Wizards, 14/60 ★ ©2008 Wizards, 2/60 ◆ ©2008 Wizards, 15/60 ★

DDM-011 Blood War. Page 1 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Chasme Demonic Gnoll Priestess Doomguard Dragonmark Heir of Deneith
Level 11 ✦ Demon Level 7 ✦ Demon • Gnoll Level 7 ✦ Human • Martial Level 9 ✦ Human • Martial

Attacks Attacks Attacks Attacks


AC M Claws: +17 vs. AC; 20 damage. AC M Axe: +12 vs. AC; 15 damage. AC M Short Swords: +12 vs. AC; 15 damage. AC M Axe: +14 vs. AC; 15 damage.
23 ❑ c Droning Wings: (burst 3, non-Demon targets
23 c Demonic Bolt: (range 5) +14 vs. Fortitude; 10
21 m Thrust and Rend: +10 vs. AC; 10 damage AND
25 m Covering Attack: +15 vs. AC; 15 damage AND 1
FORT only) +15 vs. Will; Stunned (save ends; also ends if FORT necrotic damage AND Dazed. FORT Followup: +10 vs. AC; 10 damage. FORT adjacent ally shifts up to 2 squares as a free action.
21 affected creature becomes 4 or more squares 19 21 21
REF away from this creature). Q when this creature REF Powers REF Powers REF Powers
21 first becomes bloodied. 19 Blindsight 5: Ignores Conceal on creatures within 21 Hide: If this creature has ranged cover other than 21 Sneak Attack 10: +10 Damage against targets
WILL WILL 5 squares; treats invisible creatures within 5 WILL from intervening creatures against a nonadjacent WILL granting it combat advantage.
21 Powers 19 squares as visible. 21 enemy, it is invisible to that enemy. 25 Bodyguard: Use when an enemy targets an
Resist 10 Lightning Dark Blessing: +5 Damage with m attacks against Sneak Attack 10: +10 Damage against targets adjacent ally with an attack: Redirect that attack to
Good targets. granting it combat advantage. this creature as an immediate action.
SPEED SPEED Leader of the Pack: (Aura) Gnoll allies have +2 SPEED Press the Advantage: (Aura 2) Allies in aura have SPEED ❑ Protection from Energy: Minor action: This
F8 6 Attack and +5 Damage. 6 +5 Damage with m attacks against bloodied 6 creature or 1 adjacent ally gains Resist 10 Acid,
targets. Cold, Fire, Lightning, or Thunder until end of
battle.
HP HP HP HP
65 55 50 65
The drone of a chasme’s wings saps strength and The strength of their demon prince pours forth The members of the Doomguard know dissolution to
BLOOD BLOOD BLOOD BLOOD
courage from even the stoutest heart. from gnoll priestesses, bringing their cruelty be triumphant, and hasten the living toward that end.
30 25 and savagery to the fore. 25 30

49 28 26 34
©2008 Wizards, 45/60 ★ ©2008 Wizards, 46/60 ◆ ©2008 Wizards, 47/60 ● ©2008 Wizards, 25/60 ◆

Dwarf Sniper Earth Element Gargoyle Elf Dragonkith Elf Warmage


Level 10 ✦ Dwarf • Martial Level 10 ✦ Elemental • Magical Beast Level 11 ✦ Elf • Martial Level 11 ✦ Elf • Arcane

Attacks Attacks Attacks Attacks


AC M Axe: +12 vs. AC; 15 damage. AC M Claws: +12 vs. AC; 15 damage. AC M Longsword: +18 vs. AC; 15 + 5 radiant AC M Shocking Grasp: +13 vs. AC or +13 vs. Reflex;
22 r Crossbow: (sight) +12 vs. AC; 15 damage.
21 25 damage. 23 15 lightning damage.
FORT FORT Powers FORT FORT r Thunder Lance: (range 10) +13 vs. Reflex; 15
20 ❑ ❑ r Explosive Bolts: (sight) +10 vs. Reflex; 15 19 23 Powers 21
Resist 5 All thunder damage.
damage AND each enemy and ally adjacent to
REF REF Delayed Appearance: Starts off the battle map. REF ❑ Aid Dragon: Minor action: 1 condition on an REF
target takes 10 thunder damage. ❑ c Acid Breath: (blast 5) +13 vs. Reflex; 15 acid
20 19 Ambush: Minor action: Choose 1 enemy that does 23 adjacent Dragon ally ends, or 1 adjacent Dragon 21 damage.
Powers ally heals 10 HP.
WILL WILL not have line of sight to this creature. Until end of WILL WILL
❑ c Blast of Flame: (blast 5) +13 vs. Reflex; 15
20 Scout 19 turn, this creature has +10 Damage with M 23 Dragon Bolstered: +5 Damage while within 5 21 fire damage.
attacks against that creature. squares of a Dragon champion ally.
Aimed Shot: Replaces move action: +4 Attack and
+5 Damage on this creature’s next r attack this ❑ Awaken: Use at start of round: Put this creature ❑ Dragon Rider: Use during your set-up: Choose 1 Powers
SPEED turn. SPEED in your start area or in a space containing statue SPEED non-Mounted Large or larger Dragon ally. That ally SPEED ❑ ❑ ❑ Ring of Blades: Use at start of an adjacent
6 F6 terrain (until it moves, this creature can occupy 5 can be a mount for this creature until end of 6 enemy’s turn: That enemy takes 10 damage.
that space). battle.
❑ Sudden Empower: Use when this creature
❑ ❑ Earthglide: Use at start of this creature’s turn: declares an attack action: +10 Damage on each
HP HP HP HP
50 40 This creature has Burrow until end of turn. 70 45 attack in that attack action.
“The dragons have given me a gift.
BLOOD BLOOD BLOOD BLOOD
Dwarf legions advance under a hail of iron and fire. Feel their wrath in the touch of my blade!”—
25 20 35 Ekelior Arazain, elf dragonkith 20

34 23 38 42
©2008 Wizards, 3/60 ◆ ©2008 Wizards, 48/60 ◆ ©2008 Wizards, 4/60 ★ ©2008 Wizards, 5/60 ◆

DDM-011 Blood War. Page 2 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Ethereal Marauder Fiendish Snake Fire Giant Forgepriest Free League Ranger
Level 5 ✦ Magical Beast Level 2 ✦ Beast • Serpent Level 15 ✦ Giant • Fire Level 8 ✦ Human • Martial

Attacks Attacks Attacks Attacks


AC M Hooked Maw: +10 vs. AC; 15 damage. AC M Bite: +7 vs. AC; 5 damage AND ongoing 5 AC M Maul: (reach 2) +20 vs. AC; 25 damage. AC M Greatsword: +13 vs. AC; 20 damage.
19 m Snatch Prey: (Small or smaller target only) +8 vs.
17 poison damage (save ends). 28 ❑ c Flame Wave: (burst 2) +18 vs. Reflex; 10 fire
19 r Longbow: (sight) +15 vs. AC; 15 damage.
FORT Reflex; 10 damage AND this creature shifts up to FORT FORT damage AND ongoing 10 fire damage (save ends) FORT
17 15 Powers 28 17 Powers
its current speed. Hit or miss, place target in any AND push target up to 2 squares. Q when this
REF legal space adjacent to this creature after REF Fluid Movement: Ignores the extra cost for REF creature first becomes bloodied. REF Free League Training: +5 Damage against
17 resolving attack. 15 entering difficult terrain. 24 17 Civilization or Evil targets.
WILL WILL ❑ Intensify Venom: Minor action: 1 enemy within WILL
Powers WILL ❑ Zealous Follower: Use during your set-up: 1
17 Powers 15 5 squares taking ongoing poison damage takes 10 24 Resist 30 Fire 17 champion ally’s Champion Rating is increased by 1
❑ ❑ Phase Out: Use at start of this creature’s turn: poison damage. ❑ Hot Iron: Use when this creature hits with a m until this creature is destroyed. (When this
This creature has Insubstantial and Phasing until attack: Target also takes ongoing 10 fire damage creature is destroyed, that ally loses 1 use of
SPEED end of turn. SPEED SPEED (save ends). Q when this creature first becomes SPEED champion powers if any remain.)
7 6 6 bloodied. 6

HP HP HP HP
40 25 95 45
“What was that? And where’s Lidda?” The denizens of the nether realms are Burning with rage and hard as iron, The Free League is a faction of independent
BLOOD BLOOD BLOOD BLOOD
—Mialee, adventuring wizard the favored minions of conjurers. forgepriests bring the might of Surtur, Outlanders who keep trade fair in Sigil—
20 10 45 god of fire giants, to bear on their foes. 20 by whatever means necessary.

14 5 84 25
©2008 Wizards, 49/60 ◆ ©2008 Wizards, 50/60 ● ©2008 Wizards, 31/60 ★ ©2008 Wizards, 16/60 ●

Githyanki Dragon Knight CR Gnoll Barbarian Gnome Trickster Green Slaad


Level 16 ✦ Dragon • Githyanki • Mounted 1 Level 6 ✦ Gnoll • Primal Level 7 ✦ Gnome • Stealth Level 11 ✦ Slaad • Chaos

Attacks Attacks Attacks Attacks


AC M Greatsword: (reach 2) +22 vs. AC; 20 damage. AC M Greataxe: +10 vs. AC; 20 damage. AC M Hammer: +12 vs. AC; 10 damage. AC M Claw: (reach 2) +16 vs. AC; 20 damage.
29 m Crowdfighter: Make 2 M attacks, each against a 15 21 25 ❑ c Cacophony: (blast 3) +14 vs. Will; 20 psychic
Powers Powers
FORT different target. FORT FORT FORT damage AND push target up to 5 squares.
28 ❑ c Fiery Breath: (blast 5) +20 vs. Reflex; 25 fire
14 Bloodrage 5: +5 Damage while bloodied. 19 Sneak Attack 10: +10 Damage against targets 23 ❑ a Chaos Hammer: (radius 2 within 5) +14 vs.
Murderous: Cannot move or attack a non- granting it combat advantage.
REF damage. On miss, 10 fire damage. Q when this REF REF REF Fortitude; 15 thunder damage AND Dazed.
28 creature first becomes bloodied. 14 bloodied target while adjacent to a bloodied 19 Bag of Tricks: Replaces attack action: Choose 1 23 ❑ a Fireball: (radius 2 within 10) +14 vs. Reflex;
enemy. effect:
WILL WILL WILL WILL 20 fire damage. On miss, 10 fire damage.
28 Powers 14 19 ❑ ❑ Invisibility: This creature or 1 ally within 5 23
Resist 5 Fire squares of this creature is invisible until end of its Powers
Cavalry 5: +5 Damage with m attacks against next turn; also ends after it makes an attack. Entropic Spirit: At start of battle, this creature’s
SPEED non-Mounted targets. SPEED SPEED ❑ ❑ Slide: Slide 1 enemy or ally within 5 squares SPEED Cacophony, Chaos Hammer, Fireball, and Skein of
F8 7 6 of this creature up to 2 squares. 6 Shadow count as used.
Champion Powers ❑ ❑ ❑ Snake’s Swiftness: Nearest ally within line of Shape Chaos: Use at start of this creature’s turn:
❖ Use at start of round: Each Dragon ally and each sight of this creature makes 1 M attack as an Roll 1d20. On 1-5, recharge Cacophony. On 6-10,
HP Githyanki ally has +4 Attack and +10 Damage HP HP immediate action. HP recharge Chaos Hammer. On 11-15, recharge
95 until end of round. 65 50 ❑ Disguise Self: Use during your set-up: This 60 Fireball. On 16-20, recharge Skein of Shadow.
❖ Use before taking your first turn of a round: At end Gnolls see no tribute to their demon lord more
BLOOD BLOOD
fitting than the blood of a fallen enemy. BLOOD creature is invisible to enemies until after it first BLOOD ❑ Skein of Shadow: Minor action: This creature
45 of round, the player whose warband destroys the 30 25 makes an attack. 30 has Conceal 11 until start of its next turn.
highest-level enemy this round scores 15 VP.

98 21 27 41
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DDM-011 Blood War. Page 3 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Greenspawn Sneak Half-Orc Spy Hammerer Harmonium Guard
Level 2 ✦ Dragon • Spawn • Stealth Level 7 ✦ Half-Orc • Stealth Level 6 ✦ Construct Level 8 ✦ Human • Martial

Attacks Attacks Attacks Attacks


AC M Spawnblades: +7 vs. AC; 10 damage. AC M Wounding Dagger: +14 vs. AC; 10 damage AC M Hammer: +11 vs. AC; 20 damage. AC M Longsword: +15 vs. AC; 15 damage.
18 ❑ r Spit Poison: (range 5) +8 vs. AC; 10 poison
23 AND ongoing 5 damage. 19 24
FORT FORT FORT Powers FORT Powers
damage.
16 21 Powers 17 Immune Dazed; Immune Stunned 20 Awareness: Can make opportunity attacks against
REF Powers REF Scout REF ❑ Ready Hammer: Use when an enemy enters an REF enemies for shifting out of an adjacent square.
16 Scout 21 Hide: If this creature has ranged cover other than 17 adjacent square: Make 1 M attack against that 20 Harmonious Defense: (Aura 5) Allies in aura have
WILL Hide: If this creature has ranged cover other than WILL from intervening creatures against a nonadjacent WILL enemy as an immediate action. Q at end of this WILL +1 to all defenses. Allies in aura that have not yet
16 from intervening creatures against a nonadjacent 21 enemy, it is invisible to that enemy. 17 creature’s turn if this creature did not attack on 20 taken a turn this round have +2 to all defenses
enemy, it is invisible to that enemy. Sneak Attack 10: +10 Damage against targets that turn. instead.
Sneak Attack 5: +5 Damage against targets granting it combat advantage. ❑ Harmonious Attack: Use at end of this creature’s
SPEED granting it combat advantage. SPEED ❑ Disguise Self: Use during your set-up: This SPEED SPEED turn: This creature does not count towards the
6 6 creature is invisible to enemies until it makes an 6 5 number of creatures you can activate this turn.
attack. ❑ Pin: Use when this creature declares an attack: If
❑ ❑ Enemy Battle Plans: Use at start of round: If that attack hits, target is also Immobilized until
HP HP HP HP end of its next turn.
20 50 this creature occupies a victory area, you roll 1 45 55
“What we see, so sees the Dragon Queen. What we extra d20 to determine initiative this round. Rocks crumble, geodes crack, and skulls shatter
BLOOD BLOOD BLOOD BLOOD
hear, she hears. What we kill, she leaves to us to eat.” beneath its iron mauls.
10 25 20 25

6 26 16 27
©2008 Wizards, 32/60 ● ©2008 Wizards, 6/60 ◆ ©2008 Wizards, 7/60 ● ©2008 Wizards, 8/60 ●

Hellcat Hero of Valhalla Horned Devil Howler


Level 7 ✦ Magical Beast Level 2 ✦ Human • Primal Level 11 ✦ Devil Level 8 ✦ Demon

Attacks Attacks Attacks Attacks


AC M Bite and Claw: +13 vs. AC; 20 damage. AC M Longsword: +8 vs. AC; 15 damage. AC M Spiked Chain: (reach 4) +18 vs. AC; 20 damage AC M Bite: +15 vs. AC; 20 damage.
23 ❑ m Pouncing Rend: Usable on charge. Make 2 M
16 27 AND Dazed. 22 ❑ c Mind-Numbing Howl: (blast 5) +15 vs. Will;
FORT FORT Powers FORT m Ensnare: (reach 4) +16 vs. Reflex; 20 damage FORT
attacks against the same target. Q at start of this Confused (save ends). Q when this creature first
21 creature’s turn if no enemy is adjacent to it. 14 ❑ Savage Frenzy 10: Use when this creature first 25 AND Immobilized AND pull target to a space 20 becomes bloodied.
REF REF hits with a m attack: This creature gains 10 HP. REF adjacent to this creature. REF
21 Powers 14 ❑ Valhalla Bound: Use when this creature destroys 25 20 Powers
WILL Blindsight: Ignores Conceal and treats invisible WILL an enemy: Until end of battle, opponents score 0 WILL
Powers WILL Quills 10: Attacker takes 10 damage whenever
21 creatures as visible. 14 VP instead of this creature’s cost for destroying this 25 Resist 10 Fire 20 this creature is hit with a m attack.
Spirit Stalk: Has Conceal 6 against adjacent creature. ❑ Dimension Door: Replaces move action:
enemies and is invisible to non-adjacent enemies. Teleport up to 10 squares. Q when this creature
SPEED SPEED SPEED first becomes bloodied. SPEED
7 7 F6 8

HP HP HP HP
65 30 90 70
Hellcats are invisible in any amount of light. You see For the wild men of the north, the highest virtue Horned devils give the phrase Only the maddening winds of Pandemonium can
BLOOD BLOOD BLOOD BLOOD
their glowing outline only when it’s pitch black. in battle is ferocity and a reckless disregard “give them hell” new meaning. drown out the baneful wail of a howler.
30 25 for one’s own safety. 45 35

43 11 83 46
©2008 Wizards, 33/60 ★ ©2008 Wizards, 18/60 ● ©2008 Wizards, 34/60 ★ ©2008 Wizards, 54/60 ★

DDM-011 Blood War. Page 4 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Ice Devil Karsite Fighter Kobold Monk Kolyarut
Level 14 ✦ Devil • Cold Level 8 ✦ Human • Martial Level 2 ✦ Kobold • Ki Level 12 ✦ Construct • Planar • Law

Attacks Attacks Attacks Attacks


AC M Cold Iron Spear: (reach 2) +21 vs. AC; 15 + 5 AC M Sword: +14 vs. AC; 15 damage AND Magic AC M Iron Fist: +7 vs. AC; 10 damage. AC M Sword: +19 vs. AC; 10 + 5 radiant damage AND
28 cold damage AND Slowed. 22 Drain. 18 ❑ m Jump Kick: Usable on charge. Usable only if
27 this creature heals 10 HP.
FORT ❑ c Cone of Cold: (blast 5) +17 vs. Reflex; 20 cold FORT FORT this creature has moved 1 or more squares from its FORT ❑ m Mark of Justice: +17 vs. Will; Immobilized
26 damage AND Immobilized. 20 Powers 18 starting position this turn. +7 vs. AC; 15 damage 24 (save ends) AND this creature and each ally has +2
REF REF Dead Magic Zone: +4 to all defenses against REF AND this creature shifts up to 2 squares. Q at start REF Attack and +5 Damage against target until end of
❑ a Ice Storm: (radius 2 within sight) +19 vs. AC;
26 20 cold damage AND Slowed. 20 attacks by Arcane enemies and allies. Whenever 18 of this creature’s turn if no enemy is adjacent to it. 24 battle.
an Arcane enemy or ally misses this creature with
WILL WILL WILL WILL r Enervation Ray: (sight) +17 vs. Reflex; 5
26 Powers 20 an attack, this creature heals 10 HP. 18 Powers 24 damage AND Weakened (save ends).
Resist 20 Cold; Resist 20 Poison Magic Drain: (Condition) Affected creature has –5 Deflect Arrows: +2 to all defenses against r
❑ ❑ Ice Flow: Use when this creature damages an
Damage until end of battle. An Arcane creature is attacks. Powers
SPEED SPEED Weakened until end of battle instead. SPEED SPEED Immune Immobilized; Immune Poison
enemy or ally with an attack: Slide that enemy or
7 ally up to 2 squares. 5 7 6 Impose Order: +5 Damage against Borderlands
targets.
HP HP HP HP
85 55 20 70
As brutal as a blizzard and cold as death, it performs its Incapable of casting spells, karsites relish Few would suspect a mere kobold to have the discipline A dire fate awaits those who break
BLOOD BLOOD BLOOD BLOOD
Blood War missions with ruthless efficiency. slaying anyone who uses magic. to walk the path of true enlightenment. bargains and abandon oaths.
40 25 10 35

74 26 5 45
©2008 Wizards, 35/60 ★ ©2008 Wizards, 36/60 ◆ ©2008 Wizards, 37/60 ● ©2008 Wizards, 9/60 ★

Large Water Elemental Lillend Living Flaming Sphere Lord of Blades CR


Level 10 ✦ Elemental • Aquatic Level 11 ✦ Planar Level 6 ✦ Ooze • Fire Level 13 ✦ Warforged • Construct • Martial (Unique) 2
Attacks Attacks Attacks Attacks
AC M Slam: (reach 2) +13 vs. AC; 25 damage. AC M Scimitar: (reach 2) +15 vs. AC; 20 damage. AC M Scorch: +9 vs. Reflex; 10 fire damage AND AC M Sword: +18 vs. AC; 15 damage.
22 ❑ m Drown: (reach 2, living target only) +11 vs.
25 ❑ ❑ r Beguile: (range 5) +14 vs. Will; Dominated
22 ongoing 5 fire damage. 27 m Slashing Blades: Make 2 M attacks.
FORT Fortitude; 25 damage AND Helpless (save ends). FORT (save ends). FORT c Flashfire: (burst 2) +11 vs. Reflex; 20 fire FORT
24 23 20 damage AND ongoing 10 fire damage. Hit or miss, 25 Powers
❑ ❑ c Entrancing Music: (burst 3, enemy targets Human Slayer: +10 Damage against Human targets.
REF Powers REF REF this creature is destroyed after resolving all REF
only) +13 vs. Will; Immobilized.
20 Defensive Advantage: Never grants combat 23 20 attacks. 25 Bladed Carapace: Attacker takes 5 damage whenever this
creature is missed by a m attack.
WILL advantage. WILL Powers WILL WILL
20 Fluid Movement: Ignores the extra cost for 23 Immune Poison 20 Powers 25 ❑ Juggernaut: Use when this creature declares a charge:
+2 Speed and +10 Damage until end of that charge. Q
entering difficult terrain. Immune Fire; Vulnerable 10 Cold when a Warforged ally is destroyed.
❑ ❑ Revitalize: Minor action: 1 ally within 5
Cleave: Use when this creature destroys an enemy squares of this creature heals 15 HP. End 1 effect or Blindsight: Ignores Conceal and treats invisible
SPEED SPEED SPEED creatures as visible. SPEED Champion Powers ❑ ❑
with a m attack: Make 1 M attack as an immediate condition on that ally.
5 action. F7 7 Defensive Advantage: Never grants combat 5 ❖ Use at start of round: Each Construct ally and each
Warforged ally has +2 Attack and +10 Damage until end
❑ Tidal Surge: Use at start of this creature’s turn: advantage. of round.
Move up to its speed as a free action. Q at end of Fire Shield 10: Attacker takes 10 fire damage ❖ Use when a Construct or Warforged ally destroys an
HP HP HP HP
80 this creature’s turn if it occupies river terrain. 75 50 whenever this creature is hit by a m attack. 85 enemy: That ally heals 30 HP.
Warband Building: Construct creatures of any faction and
BLOOD BLOOD BLOOD BLOOD alignment are legal in your warband.
The lillend are the guardians of the Infinite Staircase.
40 35 25 40

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DDM-014 Blood War. Page 5 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Marilith Maug Medium Copper Dragon Mercykiller
Level 10 ✦ Demon • Martial Level 11 ✦ Construct Level 8 ✦ Dragon Level 6 ✦ Human • Martial

Attacks Attacks Attacks Attacks


AC M Scimitar: (reach 2) +18 vs. AC; 15 damage. AC M Slam: (reach 2) +16 vs. AC; 25 damage. AC M Bite: +15 vs. AC; 15 damage. AC M Mancatcher: (reach 2) +13 vs. AC; 15 damage
24 m Shroud of Steel: Make 2 M attacks. Hit or miss,
24 m Pound: (reach 2) +14 vs. AC; 30 damage AND
23 ❑ c Acid Breath: (line 10) +13 vs. Reflex; 20 acid
22 AND Medium or smaller target is Immobilized.
FORT this creature has +4 AC until start of its next turn FORT Dazed. FORT damage. Q when this creature first becomes FORT
23 after resolving all attacks. 22 21 bloodied. 20 Powers
REF m Weapon Dance: (reach 2) +18 vs. AC; 10 damage REF Powers REF REF Killer Instinct: +4 Attack and +5 Damage against
❑ c Slowing Breath: (blast 3) +13 vs. Fortitude;
23 AND this creature shifts up to 1 square AND make 22 Immune Poison; Immune Stunned 21 Slowed (save ends). 20 bloodied targets.
WILL 1 Weapon Dance attack (maximum 6 per turn). WILL Solid Footing: Not affected by forced-movement WILL WILL Murderous: Cannot move or attack a non-
23 22 effects of enemies. 21 Powers 20 bloodied target while adjacent to a bloodied
Powers Resist 10 Acid enemy.
Hacking Blades: Use when an enemy misses this ❑ Dragon Subcommander: Use during your
SPEED creature with a m attack: Make 1 M attack against SPEED SPEED set-up: Choose 1 Dragon champion ally. That ally’s SPEED
7 that enemy as an immediate action. 6 F8 Champion rating is increased by 1 until this 6
creature is destroyed. (When this creature is
destroyed, that ally loses 1 use of champion
HP HP HP powers if any remain.) HP
100 85 55 45
Initially cannon fodder for an ancient war, the maug “It’s like this, berk: You break the law, I break you.”
BLOOD BLOOD BLOOD BLOOD
Many arms, many deaths. established a fortress on Thuldanin and now hire —Dek Drothlek, Mercykiller
50 40 themselves to any who can afford them. 25 20

73 41 32 17
©2008 Wizards, 55/60 ★ ©2008 Wizards, 26/60 ◆ ©2008 Wizards, 20/60 ◆ ©2008 Wizards, 40/60 ◆

Mezzodemon Orc Wizard Owlbear Rager Phoera


Level 11 ✦ Demon Level 8 ✦ Orc • Arcane Level 9 ✦ Magical Beast • Rage Level 6 ✦ Magical Beast • Fire

Attacks Attacks Attacks Attacks


AC M Trident: +18 vs. AC; 15 damage. AC M Staff: +10 vs. Ac; 10 damage. AC M Ripping Beak: (reach 2) +12 vs. AC; 15 AC M Fiery Touch: +9 vs. Reflex; 10 damage AND
27 ❑ c Poison Cloud: (burst 2) +16 vs. Fortitude; 20
18 r Spectral Ram: (range 5) +12 vs. Fortitude; 15
21 damage. 20 ongoing 5 fire damage (save ends).
FORT poison damage. Hit or miss, each adjacent FORT damage AND push target up to 2 squares. On FORT m Hug: (reach 2, Immobilized or Helpless target FORT ❑ ❑ m Fiery Tail: Move up to its current speed and
23 creature takes ongoing 10 poison damage (save 16 critical hit, target is also Stunned. 21 only) automatic hit; target takes 20 damage. 18 make 1 M attack against each enemy occupying
REF ends) after resolving all attacks. Q when this REF ❑ c Flame Shroud: (burst 2) +12 vs. Reflex; 20 REF ❑ m Rending Grab: (reach 2) +10 vs. Reflex; 10 REF squares entered during that move.
23 creature first becomes bloodied. 16 fire damage. 17 damage AND pull target adjacent to this creature 18
Powers
WILL WILL WILL AND Followup: +10 vs. Fortitude; 20 damage AND WILL
23 Powers 16 Powers 17 Immobilized (ends if target becomes non-adjacent 18 Immune Fire; Vulnerable 10 Cold
Resist 10 Poison ❑ Dolorous Edge: Minor action: 1 adjacent ally to this creature). Q if no Immobilized enemy is Fire Healing 5: Heals 5 HP whenever subjected to
❑ Skewering Tines: Use when this creature hits scores critical hits on attack rolls of natural 18-20 adjacent to this creature. fire damage.
SPEED with a M attack: Target is also Immobilized (save SPEED with m attacks until end of battle. SPEED SPEED Fire Shield 5: Attacker takes 5 fire damage
6 ends). Q at end of this creature’s turn if no 6 6 Powers F6 whenever this creature is hit with a m attack.
Immobilized enemy is adjacent to it. Bloodrage 5: +5 Damage with m attacks while
bloodied.
HP HP HP HP
70 50 75 45
No one knows for sure who started the Blood War, but “Would it comfort you if I yelled ‘Grog smash’ A phoera rises from the ashes of a phoelarch,
BLOOD BLOOD BLOOD BLOOD
yugoloths seem happy to see it continue. while you burned beneath my arcane fire?” When isn’t an owlbear raging? but remembers nothing of its progenitor’s
35 25 —Grog of the Third Eye, orc wizard 35 20 proud defense of freedom.
✦ For use with Blood War 41/60: Mezzoloth

42 24 34 19
©2008 Wizards, 41/60 ◆ ©2008 Wizards, 56/60 ◆ ©2008 Wizards, 57/60 ★ ©2008 Wizards, 21/60 ◆

DDM-011 Blood War. Page 6 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Pit Fiend CR Red Hand War Sorcerer CR Shadowdancer CR Skeletal Reaper CR
Level 16 ✦ Demon 3 Level 10 ✦ Hobgoblin • Goblin • Arcane 2 Level 7 ✦ Human • Shadow 2 Level 6 ✦ Undead 2
Attacks Attacks Attacks Attacks
AC M Claw: (reach 2) +20 vs. AC; 10 + 10 fire AC M Staff: +11 vs. AC; 10 + 5 fire damage. AC M Short Sword: +12 vs. AC; 15 damage. AC M Scythe: +9 vs. AC; 15 damage.
28 damage. 21 ❑ ❑ c Lightning Bolt: (line 12) +13 vs. Fortitude;
20 18 m Deathly Touch: +7 vs. Fortitude; Weakened AND
FORT m Tail Sting: (reach 2) +20 vs. AC; 15 damage AND FORT FORT Powers FORT
20 lightning damage. On miss, 10 lightning Immobilized.
27 Followup: +18 vs. AC; ongoing 10 poison damage 19 damage. 19 Hide: If this creature has ranged cover other than 16
REF (save ends). REF c Mantle of Flame: (burst 1) +14 vs. Fortitude; 15 REF from intervening creatures against a nonadjacent REF Powers
27 19 fire damage. 19 enemy, it is invisible to that enemy. 16 Immune Poison; Vulnerable 5 Radiant
Powers Sneak Attack 10: +10 Damage against targets
WILL WILL
❑ ❑ a Ice Burst: (radius 1, nearest) +14 vs. AC; WILL WILL Keen Scythe: Deals triple damage instead of
27 Resist 20 Fire 19 19 granting it combat advantage. 16
20 cold damage. double damage whenever scoring a critical hit.
Aura of Fire 10: (Aura 1) Enemies that start a turn ❑ Defensive Roll: Use when this creature is hit by a ❑ Death Focus: Minor action: Choose 1 enemy
in aura take 10 fire damage . Powers m or r attack: That attack is a miss instead. within line of sight of this creature. This creature
SPEED SPEED Precise Casting: Can ignore any number of allies SPEED ❑ ❑ Shadow Jump: Minor action: Teleport up to SPEED has +2 Attack and +5 Damage against that enemy
F6 Champion Powers ❑ ❑ ❑ 6 7 F6
❖ Use at any time during this creature’s turn: Slide 1 in area when making a c or a attack. 10 squares, must end in space adjacent to a wall. until end of battle. Q when that enemy is
level 15 or lower Devil ally up to 5 squares, then ❑ Defensive Flame: Use when an enemy enters an destroyed.
destroy that ally. Each enemy and ally adjacent to adjacent square: Make 1 Mantle of Flame attack
HP HP HP HP
120 the space that ally occupied takes 15 fire damage. 45 including that enemy in its area as an immediate 50 55
❖ Use when an ally is destroyed: That ally is not action. This twisted animation of a bralani eladrin was once a
BLOOD BLOOD BLOOD BLOOD
destroyed instead. It is destroyed at end of its next Where shadows fall, so do killing strokes. champion of hope and freedom—but is now a scion of
60 20 25 25 fear and pain.
turn or if it takes damage.

105 34 28 21
©2008 Wizards, 42/60 ★ ©2008 Wizards, 43/60 ◆ ©2008 Wizards, 22/60 ◆ ©2008 Wizards, 58/60 ●

Solar CR Soldier of Bytopia CR Soulknife Infiltrator CR Storm Silverhand CR


Level 15 ✦ Angel • Planar 2 Level 5 ✦ Gnome • Martial 2 Level 7 ✦ Human • Psionic • Stealth 2 Level 11 ✦ Human • Arcane (Unique) 2
Attacks Attacks Attacks Attacks
AC M Greatsword: (reach 2) +22 vs. AC; 20 damage. AC M Gnome Pick: +12 vs. AC; 10 damage. AC M Psiblades: +12 vs. AC; 15 damage. AC M Longsword: +18 vs. AC; 20 damage.
30 r Longbow: (sight) +22 vs. AC; 15 damage.
21 21 r Hurled Psiblade: (range 10, nearest) +12 vs. AC;
24 ❑ c Silverfire: (line 5) Automatic hit; 20 damage.
FORT FORT Powers FORT FORT ❑ a Confusion: (radius 2 within sight) +16 vs. Will;
❑ r Slaying Arrow: (sight, bloodied target only) 15 damage.
26 17 Retributive Strike: Use after an adjacent enemy 19 23 Confused (save ends).
+18 vs. Fortitude; target is destroyed.
REF REF resolves an attack against this creature: Make 1 M REF Powers REF
26 Champion Powers ❑ ❑ 17 attack against that enemy as an immediate action. 19 Hide: If this creature has ranged cover other than 23 Powers
Immune Lightning
WILL ❖ Use at start of round: If you win initiative this WILL WILL from intervening creatures against a nonadjacent WILL
❑ ❑ Healing Wings: Replaces attack action: 1 adjacent
26 round, each Good enemy and ally has +2 AC until 17 19 enemy, it is invisible to that enemy. 23 ally heals 10 HP and has Flight until end of its next turn.
end of round. Otherwise, each Good enemy and Sneak Attack 5: +5 Damage against targets
ally has +2 Attack until end of round. granting it combat advantage. Champion Powers ❑ ❑
SPEED ❖ Use when an Evil enemy targets an ally with an SPEED SPEED ❑ ❑ Neural Feedback: Use when this creature SPEED ❖ Use after an enemy within 5 squares of this creature uses a
F6 attack: That ally has +4 AC until end of round. 5 6 declares an attack: +2 Attack and +10 psychic 6 champion power: That enemy is Dazed.
Damage on that attack. ❖ Use at start of round: Each Human ally and each Elf ally
has +2 Attack and +5 Damage until end of round.
HP HP HP HP Warband Building: Non-Evil Human and Elf creatures of
90 40 50 70 any faction are legal in your warband.
The greatest of all angels, Every Bytopian soldier has two sides: one that abhors “What better assassin than one who appears
BLOOD BLOOD BLOOD BLOOD
and the pure perfection that evil dreads. violence, and another than embraces it. unarmed?”—Yoffred the Black, soulknife infiltrator
45 20 25 35

105 12 24 57
©2008 Wizards, 10/60 ★ ©2008 Wizards, 11/60 ● ©2008 Wizards, 44/60 ◆ ©2008 Wizards, 23/60 ★

DDM-011 Blood War. Page 7 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Succubus Thundertusk Cavalry Valenar Nomad Charger Vlaakith the Lich Queen CR
Level 10 ✦ Devil Level 10 ✦ Dwarf • Martial • Mounted Level 8 ✦ Elf • Martial • Mounted Level 13 ✦ Githyanki • Undead (Unique) 2
Attacks Attacks Attacks Attacks
AC M Raking Claws: +13 vs. AC; 10 + 10 poison damage. AC M Hoof and Tusk: +15 vs. AC; 20 damage AND AC M Double Scimitar: +15 vs. AC; 15 damage. AC M Greatsword: +16 vs. AC; 15 damage.
23 m Kiss of the Succubus: +13 vs. Will; 10 poison damage 23 push target up to 1 square. 24 ❑ m Valenar Bladebearer: +17 vs. AC; 25 damage.
27 ❑ m Doom Touch: +15 vs. Fortitude; 10 necrotic
FORT AND Weakened (save ends). FORT m Axe: +17 vs. AC; 15 damage. FORT FORT
Q at start of this creature’s turn if no enemy is damage AND Helpless (save ends).
23 ❑ r Beguile: (range 5) +13 vs. Will; Dominated (save 20 22 adjacent to it. 25
ends). ❑ Quick Axe: Minor action: Make 1 Axe attack. Q ❑ r Disintegrate: (range 5) +15 vs. Fortitude; 25
REF REF when this creature first becomes bloodied. REF REF damage AND ongoing 10 damage (save ends).
23 Powers 20 22 Powers 25 r Lightning Orb: (range 5) +15 vs. Reflex; 15
WILL Resist 10 Fire; Vulnerable 5 Radiant WILL Powers WILL Keen Critical 19: Scores critical hits on attack rolls WILL
lightning damage.
23 ❑ Disguise Self: Use during your set-up: This creature is 20 ❑ Persistent Rider: Use when this creature is 22 of natural 19-20. 25
invisible to enemies until after it makes an attack. destroyed: Put a Dwarf creature with cost 19 or less Mobile Melee Attack 3: Use after this creature Powers
❑ False Tears: Use when an enemy targets this creature in the space this creature occupied before being resolves a m attack: Shift up to 3 squares as an Immune Poison
SPEED with a m attack: That attack misses. Recharge this creature’s SPEED destroyed. That creature must be legal in your SPEED immediate action. SPEED
F6 Beguile or Lure. 6 warband and is considered activated this round. 7 6 Champion Powers ❑ ❑
❑ Lure: Use at start of enemy’s turn: If that enemy is within ❖ Use at start of round: This creature and each
10 squares of this creature, its first action on its turn must Undead enemy and ally, each Githyanki enemy
HP be a move action. If it can, it must end that move adjacent HP HP HP and ally, and each Dragon enemy and ally has +2
65 to this creature; otherwise, it loses its move action this
turn.
65 70 80 Attack and +10 Damage until end of round.
The great boar charges, the hammer falls, The Valaes Tairn value their horses
BLOOD BLOOD BLOOD BLOOD ❖ Use when a Githyanki or Dragon ally misses with
and blood soaks the battlefield. and their ancestors above all else.
30 30 35 40 an attack: Re-roll that attack roll instead.

40 44 36 79
©2008 Wizards, 59/60 ★ ©2008 Wizards, 12/60 ★ ©2008 Wizards, 24/60 ★ ©2008 Wizards, 60/60 ★

Blood War
Design: D. Garry Stupack (Lead), Michael Derry,
Keith Tatroe
Development: Peter Lee (Lead), Paul Grasshof
Graphic Designers: Joel Broveleit, Kevin Tatroe
Special Thanks: Andy Clautice, Jesse Dean, Robert
Hatch, Jason Lioi, Patrick Lynch, Steven Montano,
Sven Myrin, Louis C. Sacha, Jason Sallay, Kevin
Tatroe, Steve Townsend

Dungeons & Dragons, D&D, D&D Miniatures, Wizards of the


Coast are trademarks of Wizards of the Coast, Inc. and used
under license. All Wizards character names, and the distinct
likenesses thereof are property of Wizards of the Coast, Inc. This
material is protected under the copyright laws of the United
States of America. © 2009 DDM Guild and Wizards of the Coast.
This DDM Guild product contains no Open Game Content.
These cards are current as of July 14, 2009.

DDM-011 Blood War. Page 8 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.

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