In the deep, labyrinthine tunnels and halls that stretch below the mountains of the Warhammer World, there are many evil creatures lurking in the darkness. Some are small and malicious, their evil hearts set on spiteful evils. Others are raging beasts of such immense power and fury that they strike terror into the hearts of those who behold them.
314 monsters
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Aarakocra Phil | 5 | 6 | 4 | 6+ | 2 | 2 | 5 | 1 | - | 1 | 25 |
Wingblade Phil | 15 | 6 | 5 | 5+ | 3 | 3 | 5 | 2 | - | 1 | 150 |
Kenku Phil | 20 | 6 | 5 | 5+ | 2 | 2 | 7 | 2 | - | 1 | 470 |
Warbird Phil | 35 | 6 | 6 | 4+ | 4 | 3(4) | 5 | 3 | 1 | 2 | 550 |
Dire Corby Phil | 20 | 4 | 4 | 6+ | 6 | 4(5) | 2 | 2 | 1 | 3 | 850 |
Crest Phil | 40 | 6 | 6 | 4+ | 5 | 4(5) | 6 | 4 | 1 | 3 | 2290 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Aarakocra | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Crest | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Dire Corby | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Kenku | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Warbird | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Wingblade | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Adherer Phil | 50 | 4 | 4 | - | 7 | 5 | 3 | 1 | - | 5 | 860 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Adherer | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
GLUE
Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack
SPIDER-FRIEND
Adherers find spiders are very pleasant company, and, thus, will not attack them. Instead they will plan how to find and trap prey with their spider friends. If the warriors are accompanied by a spider (unlikely, I know... but still) then an adherer will befriend them... or at least not attack them. Adherers rarely speak the common tongue, and can usually only communicate with spiders and other adherers.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Albadian Battle Dog Phil | 6 | 5 | 2 | - | 2 | 4 | 5 | 1 | - | 1 | 110 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Albadian Battle Dog | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
LOCKJAW (n+)
Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.
LOOSE SKINNED
Some beasts have huge folds of flabby skin which protect the muscles of their bodies. Any attacks on such creatures with sharp weapons (i.e. swords, axes, spears, etc. and not hammers, maces, flails, etc.) cause half damage only (rounding up).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Amalthean Ram Phil | 56 | 6 | 5 | - | 5 | 6 | 4 | 3 | - | 2 | 1250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Amalthean Ram | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
CHARGE!
Some creatures can charge at the enemy, causing extra damage. If a creature with this ability moves in a straight line before attacking a warrior, then its first attack (if it hits) will cause +1 DD for every square it moved (within the straight line). For example, a ram moves one square forward, one to the side and then two forward, and then stops to attack a warrior - its first attack (if it hits) will wound with +2 DD (+1 for each of the two squares it moved in a straight line before attacking). If the ram had moved one to the side, and then three forward, its first attack would have wounded with +3 DD.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Asaatth Scout Phil | 15 | 4 | 3 | 6+ | 3 | 4(5) | 4 | 2 | 1 | 1 | 180 |
Asaatth Warrior Phil | 30 | 4 | 4 | 5+ | 4 | 4(5) | 4 | 2 | 1 | 2 | 480 |
Asaatth Warrior-Wizard Phil | 35 | 4 | 4 | 5+ | 4 | 4(5) | 5 | 2 | 1 | 2 | 640 |
Asaatth Clanmaster Phil | 40 | 4 | 5 | 3+ | 5 | 5(6) | 6 | 3 | 1 | 2 | 1000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Asaatth Clanmaster | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Asaatth Scout | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Asaatth Warrior | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Asaatth Warrior-Wizard | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Assassin Bug Phil | 30 | 6 | 3 | - | 5 | 5 | 1 | 2 | - | 3 | 1360 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Assassin Bug | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMPLANT
Assassin bugs are always in groups of two or more ~ one male, the rest female. Once a warrior is hit, one of the females will swoop down and implant her egg in the wound. The female will then lose 15 wounds as a result of the deposit. A warrior may have any amount of eggs implanted in him at any time, but it should be noted that each female only carries one egg. The GM should record the warriors who have eggs implanted inside them (the warriors should have no idea), and then, once the combat with the assassin bugs is over, he should roll 1D6 for every egg in an egg-bearing warrior every turn. When a six is rolled for one of the eggs the egg has hatched and 1D3 assassin bugs will spring out (causing 1 wound (no modifications) on the 'mother warrior' each).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Babbler Phil | 85 | 4 | 4 | - | 8 | 7 | 3 | 5 | - | 6 | 4540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Babbler | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Beak Phil | 35 | 2 | 3 | 6+ | 7 | 6 | 3 | 2 | - | 4 | 1260 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Beak | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Berbalang Phil | 75 | 6 | 7 | 4+ | 6 | 5 | 9 | 5 | - | 4 | 4520 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Berbalang | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Berserker Wasp Swarm Phil | 25 | 6 | 6 | - | 6 | 3 | 2 | 5 | - | 1 | 670 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Berserker Wasp Swarm | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Black Garbug Phil | 20 | 6 | 5 | - | 5 | 6 | 2 | 7 | - | 1 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Black Garbug | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Blade Hood Phil | 20 | 4 | 5 | - | 4 | 3 | 3 | 2 | - | 1 | 270 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Blade Hood | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Blight Wolf Phil | 48 | 9/6* | 5 | - | 6 | 4 | 9 | 2 | - | 3 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Blight Wolf | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Blindheim Phil | 75 | 4 | 8* | 3+ | 7 | 3 | 2 | 3 | - | 4 | 2540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bloodmare Phil | 60 | 24 | 6 | - | 6 | 3 | 3 | 3 | - | 2 | 1730 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bloodmare | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bloodworm Phil | 40 | 6 | 2 | - | 7 | 4 | 1 | 1 | - | 8 | 4550 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bloodworm | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
DRAIN ATTACK
Bloodworms only have one attack, and they are likely to miss frequently. However, their suckered mouths allow them to attach themselves to a victim, meaning that they needn't try and hit a warrior more than once. Only three things will make bloodworms release a warrior. 1) If the warrior dies. 2) If the bloodworm dies. 3) If hit by fire. The first hit, when the mouth is attached, causes only half damage.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bone Lord Phil | 48 | 6 | 5 | 6+ | 5 | 4 | 1 | 4 | - | 2 | 1710 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bone Lord | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
BONUS VS SHARP WEAPONS
Sharp, non-magical weapons either go straight through the body of a creature with this ability, or cannot penetrate its flesh, and so they cause it no harm. Even sharp, magical weapons cause only half damage. Blunt weapons (maces, clubs, fists, knuckle dusters, gauntlets, boots (for kicking)) cause damage as normal.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
RESISTANCE (Spell Type(s))
Some monsters have a resistance to certain types of spell. The spell types in the brackets will only cause half damage to the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning cause half usual damage on the monster, as does being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bonesnapper Phil | 80 | 4 | 3 | - | 8 | 6 | 2 | 4 | - | 5 | 3530 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bonesnapper | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Booka Phil | 14 | 8 | 5 | 2+ | 2 | 3 | 9 | 1 | - | 1 | 30 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Booka | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
IMPLANT
Assassin bugs are always in groups of two or more ~ one male, the rest female. Once a warrior is hit, one of the females will swoop down and implant her egg in the wound. The female will then lose 15 wounds as a result of the deposit. A warrior may have any amount of eggs implanted in him at any time, but it should be noted that each female only carries one egg. The GM should record the warriors who have eggs implanted inside them (the warriors should have no idea), and then, once the combat with the assassin bugs is over, he should roll 1D6 for every egg in an egg-bearing warrior every turn. When a six is rolled for one of the eggs the egg has hatched and 1D3 assassin bugs will spring out (causing 1 wound (no modifications) on the 'mother warrior' each).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Brewer Gnome Phil | 6 | 2 | 3 | 6+ | 3 | 3 | 3 | 1 | - | 1 | 50 plus one potion |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Brewer Gnome | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
BREWER GNOME POTIONS
Before attacking, a brewer gnome will drink one of its potions. It will do this at the beginning of every Monsters' Phase in which it attacks, and each time it does it will lose one point of WS. Once it reaches 0 WS (i.e. on the fourth turn into a battle) it must check to see whether it is going to pass out (which it will on a roll of 6+ on 1D6). If it passes out, it is helpless, but otherwise, it may continue to drink and cast spells (but not attack by hand) until the next Monsters' Phase, when it must check again, at -1. The next time it checks, it is at -2, then -3, etc. This may continue until it is rolling at -6, at which point it must pass out. Every time it drinks a potion, roll on the following table to determine what happens:
2 | Lethal… The gnome dies. |
3 | Charmed… The gnome falls in love with the creature nearest it (if there are two or more creatures the same distance away, then the creature which is most directly in front of it… if you still cannot decide, then whatever creature is the most attractive to it… JUST CHOOSE ONE!!). It gains the 'Hate' ability on any creature that attempts to harm its 'love' and will protect him/her with its life. The affects last until it next passes out. |
4 | Too strong… The gnome passes out automatically - no save allowed. |
5 | Feels sick… The gnome suddenly feels incredibly ill, and remains motionless and inactive this turn while its head swims. |
6 | Dazed… The gnome wanders off in a random direction (on 1D6: 1 = left, 2-3 = forward, 4-5 = backwards, 6 = right) and attacks whatever it bumps into first (so, maybe a warrior, maybe another gnome, maybe a wall…). |
7 | No effect. |
8 | Strengthened… The gnome gains +1 strength until the end of the combat. |
9 | Toughened… The gnome gains +1 toughness until the end of the combat. |
10 | Boosted… The gnome gains +1 strength and +1 toughness until the end of the combat. |
11 | Frenzied… The gnome becomes frenzied until the end of the combat. |
12 | Belch fire… The gnome gains the 'Breathe Fire 1' ability until the end of the combat. If it drinks a second potion of this type, it spontaneously combusts, and dies. |
A brewer gnome that passes out remains so for as
many turns as drinks it had, after which it will drink a special potion to cure
its hangover. After a combat, if it is still alive, the brewer gnome will either
curl up and go to sleep, or keep drinking until it passes out anyway.
Upon killing a brewer gnome, a warrior will gain one of its potions. This potion
cannot be sold, but may be drunk during battle. Roll for affects upon drinking
on the table above.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bugpiper Phil | 2 | 5 | 2 | - | 2 | 1 | 3 | 1 | - | 1 | 20 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bugpiper | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
TOOT
The bugpiper is always making continual 'toot toot' noises, which, while the other bugs love it, can be very irritating to your average warrior. While a bugpiper is present, all warriors in the same room are at -1 to hit. If there are two bugpipers, then -2 to hit. If three or more, -3 to hit.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Bull Centaur Roleplay book | 12 | 8 | 4 | 4+ | 4 | 4(6) | 3 | 2 | 2 | 1D6 / 2D6 (5+) | 410 |
Bull Centaur Champion Roleplay book | 23 | 8 | 5 | 3+ | 5 | 4(6) | 4 | 3 | 2 | 2D6 | 1060 |
Bull Centaur Hero Roleplay book | 32 | 8 | 6 | 2+ | 5 | 5(8) | 5 | 4 | 3 | 3D6 / 4D6 (5+) | 2320 |
Bull Centaur Lord Roleplay book | 42 | 8 | 7 | 1+ | 5 | 5(8) | 6 | 5 | 3 | 4D6 / 5D6 (5+) | 3680 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bull Centaur | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Bull Centaur Champion | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Bull Centaur Hero | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Bull Centaur Lord | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Buzzing Thing Phil | 30 | 6 | 8 | 2+ | 6 | 4 | 4 | 4 | - | 3 | 3480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Buzzing Thing | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Caterwaul Phil | 45 | 12 | 4 | - | 6 | 5 | 3 | 4 | - | 4 | 2510 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Caterwaul | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cathedral Beetle Phil | 30 | 4/3* | 4 | - | 6 | 3 | 2 | 2 | - | 2 | 450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cathedral Beetle | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cave Slug Phil | 2 | 3 | 2 | - | 3 | 4 | 1 | 1 | - | 1 | 50 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cave Slug | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Trained Cave Squig Roleplay book | 3 | Special | 4 | - | 5 | 3 | 5 | 2 | - | 1D6 | 200 |
Wild Cave Squig Roleplay book | 3 | Special | 4 | - | 5 | 3 | 5 | 2 | - | 1D6 | 200 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Trained Cave Squig | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Wild Cave Squig | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
WILD SQUIG ATTACK
At the start of the phase during which they appear, and each Monsters' Phase thereafter, roll 1D6 for each wild Squig. On a score of 1 the Squig falls asleep and does nothing this turn. On a score of 2, 3 or 4 it immediately attacks one of the Warriors. Draw a Warrior counter to see which Warrior is attacked. On a score of 5 or 6 the Squig bounds off and immediately attacks the nearest Monster. If there is more than one potential target use a dice to determine which Monster is attacked.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Celestian Phil | 27 | 5* | 5 | 5+ | 4 | 3 | 3 | 3 | - | 2 | 480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Celestian | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
COMMAND WINDS n
Some druidic and supernatural creatures can command the winds, stirring up huge gales when they are under attack. Anyone in the same room as one of these creatures is at -n to hit and suffers a penalty of (n+1) subtracted from their movement.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Centaurian Phil | 15 | 6 | 4 | 4+ | 4 | 3 | 4 | 2 | - | 1 | 60 |
Warhorse Phil | 20 | 6 | 5 | 5+ | 5 | 3(4) | 4 | 2 | 1 | 2 | 250 |
Bow-horse Phil | 35 | 6 | 4 | 3+ | 5 | 3(4) | 5 | 2 | 1 | 3 | 790 |
Knight-horse Phil | 30 | 6 | 6 | 3+ | 6 | 4(5) | 5 | 3 | 1 | 2 | 800 |
Paladin-horse Phil | 40 | 6 | 7 | 3+ | 7 | 5(7) | 5 | 3 | 2 | 3 | 1200 |
Sniper-horse Phil | 40 | 6 | 5 | 2+ | 6 | 4(5) | 5 | 3 | 1 | 4 | 2160 |
Equus Phil | 50 | 6 | 8 | 2+ | 8 | 6(9) | 6 | 4 | 3 | 4 | 3480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bow-horse | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Centaurian | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Equus | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Knight-horse | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Paladin-horse | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Sniper-horse | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Warhorse | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FOOD = WOUNDS
For every victim the enveloper has eaten he gains 20 wounds permanently (up to 120). Each enveloper starts its life with 20 wounds. When the warriors meet an enveloper it will have eaten (half the dungeon level (rounding up)) victims.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Centaur Roleplay book | 12 | 8 | 3 | 3+ | 4 | 3 | 3 | 2 | - | 2D6 | 300 |
Centaur Champion Roleplay book | 27 | 8 | 4 | 2+ | 5 | 3(5) | 4 | 3 | 2 | 2D6 / 3D6 (5+) | 1000 |
Centaur Hero Roleplay book | 40 | 8 | 5 | 1+ | 5 | 4(8) | 5 | 4 | 4 | 3D6 | 2200 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Centaur | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Centaur Champion | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Centaur Hero | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Charfiend Phil | 10 | 4 | 2 | 6+ | 2 | 2 | 6 | 1 | - | 1 | 60 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Charfiend | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
MUSK
Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Chimera Roleplay book | 60 | 6 | 4 | - | 7 | 6(9) | 4 | 3 | 3 | 3D6 / 4D6 (5+) | 2500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Chimera | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cloud Giant Phil | 50 | 8 | 6 | 2+ | 6 | 5(6) | 5 | 5 | 1 | 4 | 3520 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cloud Giant | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cockatrice Roleplay book | 26 | 4 | 3 | - | 4 | 4 | 4 | 3 | - | 3D6 / 4D6 (5+) | 1500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cockatrice | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Common Sprite Phil | 1 | 6 | 1 | 6+ | 1 | 1 | 3 | 1 | - | 1 | 12 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Common Sprite | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Coreanic Steed Phil | 25 | 6 | 3 | - | 4 | 3 | 3 | 1 | - | 2 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Coreanic Steed | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Crescent Elk Phil | 12 | 7 | 3 | - | 2 | 3 | 3 | 1 | - | 1 | 60 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Crescent Elk | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dark Creeper Phil | 25 | 5 | 5 | 5+ | 5 | 4(5) | 4 | 3 | 1 | 3 | 1 Treasure Card each (In addition to any treasure you may gain from the encounter.) |
Dark Stalker Phil | 40 | 5 | 6 | 4+ | 6 | 4(5) | 4 | 4 | 1 | 3 | 1 Treasure Card each (In addition to any treasure you may gain from the encounter.) |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dark Creeper | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dark Stalker | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
FLAMING DEATH
Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Denzelian Phil | 100 | 1 | 2 | - | 8 | 7 | 3 | 2 | - | 3 | 1480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Denzelian | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
BURROW (n/n1)
This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Desert Falcon Phil | 16 | 5/10* | 4 | - | 3 | 2 | 7 | 2 | - | 1 | 210 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Desert Falcon | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Grimfowl Phil | 9 | 4 | 2 | - | 3 | 2 | 1 | 2 | - | 1 | 50 |
Ostrik Phil | 15 | 4 | 3 | - | 4 | 3 | 1 | 2 | - | 1 | 150 |
Tommyhawk Phil | 20 | 4 | 4 | - | 4 | 3 | 1 | 2 | - | 2 | 250 |
Cokatoris Phil | 25 | 4 | 5 | - | 5 | 4 | 2 | 3 | - | 3 | 840 |
Blood Rooster Phil | 30 | 4 | 6 | - | 6 | 4 | 2 | 3 | - | 4 | 2440 |
Gryphon Phil | 45 | 6 | 6 | - | 6 | 5 | 3 | 4 | - | 4 | 3550 |
Hook Horror Phil | 75 | 3 | 3 | - | 8 | 8 | 2 | 3 | - | 6 | 3570 |
Graveroc Phil | 56 | 6 | 7 | - | 7 | 6 | 3 | 5 | - | 4 | 4510 |
Clubnek Phil | 60 | 12 | 8 | - | 6 | 5 | 2 | 6 | - | 3 | 5010 |
Achaierai Phil | 100* | 8* | 4 | - | 10 | 3 | 2 | 4 | - | 6 | 5760 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Achaierai | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Blood Rooster | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Clubnek | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Cokatoris | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Graveroc | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Grimfowl | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Gryphon | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Hook Horror | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Ostrik | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Tommyhawk | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
ONE LEG TOO FEW
Every time an achaierai loses a leg roll 2D6 and consult this table:
Legs left | Roll needed for the achaierai to fall over |
3 |
11+ |
2 |
9+ |
1 |
7+ |
0 |
Automatic |
TOO TALL
At first an achaierai is far too tall for even an ogre to be able to hit its soft underbelly, so the warriors must attack it's four strong legs first. Every time the achaierai loses fifteen wounds a leg has fallen off, and no amount of healing will bring those fifteen wounds back. Thus, once the achaierai has only forty wounds left it will have no legs left. For every leg that is lost, subtract 2 from the achaierai's movement.
TOXIC SMOKE ATTACK
Once an achaierai has fallen to the ground it will attempt to give off toxic smoke. Roll 1D6. On a 5+ the smoke is released, and all non-achaierai in the same room as the smoke must make a save of 4+ on 1D6 or lose half of their current wounds. This does not affect anything that doesn't breathe (for example, the chaos warrior with that artefact which means he doesn't have to breathe).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Disenchanter Phil | 50 | 5 | 5 | 3+ | 0 | 4 | 3 | 1 | - | 0 | 950 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Disenchanter | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DISENCHANT
A disenchanter will always attempt to extend its snout and attach it to a magical item of some kind (always the magic item with the greatest worth) within three squares. It will then suck up the magical power from the item, healing 5 wounds for every 100 gold pieces it is worth and rendering the item non-magical. To do this it must hit against BS, subtracting one from the result if the item is not being used, and hard to get to (i.e. the GM knows that the item is in a scabbard, belt or backpack). Any item which has the magic drained from it also decreases in value. For example, the Sword of Vengeance would become a worthless as a normal sword (he he he!)!
ONLY HIT BY MAGICAL WEAPONS
Monsters with this ability can only be hit by magical weapons (well duh!).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dragon Ogre Roleplay book | 40 | 6 | 4 | 5+ | 5 | 5(7) | 2 | 3 | 2 | 2D6 | 870 |
Dragon Ogre Champion Roleplay book | 44 | 6 | 5 | 4+ | 6 | 5(7) | 3 | 4 | 2 | 2D6 | 1550 |
Dragon Ogre Hero Roleplay book | 53 | 6 | 6 | 3+ | 6 | 6(8) | 4 | 5 | 2 | 3D6 | 3300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dragon Ogre | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Dragon Ogre Champion | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dragon Ogre Hero | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dragonfyre Phil | 60 | 6/10* | 6 | - | 8 | 7 | 4 | 5 | - | 4 | 4150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dragonfyre | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dragonman Phil | 63 | 4 | 7 | A | 7 | 4 | 6 | 4 | - | 3 | 4950 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dragonman | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dragon Roleplay book | 74 | 6 | 6 | - | 6 | 6(12) | 8 | 7 | 6 | 6D6 | 4500 |
Great Dragon Roleplay book | 84 | 6 | 7 | - | 7 | 7(11) | 7 | 8 | 7 | 6D6 / 7D6 (5+) | 6000 |
Emperor Dragon Roleplay book | 94 | 6 | 8 | - | 8 | 8(13) | 6 | 9 | 8 | 8D6 | 7500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dragon | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Emperor Dragon | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Great Dragon | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
DRAGON BREATH
There are many different types of dragon in the dark caverns and tunnels beneath the mountains of the Warhammer World, each with a different breath weapon (not all dragons possess the archetypal fiery breath).
To determine which sort of dragon the Warriors have encountered, and therefore what type of breath weapon it has, roll 1D6 on the following table:
1-2 | Fire Dragon - Breathes Fire. At the start of each turn roll 1D6.The number rolled indicates how many of the Warriors are engulfed in flame and fire. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes. Each Warrior hit by the fire suffers 3D6 Wounds, with no modifier for armour. |
3 | Black Dragon - Breathes Smoke. At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed in by the oily fumes. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes. Roll 1D6 for each Warrior hit by the smoke, subtract his Toughness from the score and multiply the result by 2. The total shows how many D6 Wounds the Warrior suffers, with no modifiers for Toughness or armour. For example, a 6 is rolled for a Warrior of Toughness 4. He suffers ((6-4)x2)D6 = 4D6 Wounds, with no modifiers for Toughness or armour. |
4 | Green Dragon - Breathes Corrosive Fumes. Roll 1D6 for eachWarrior and add his Toughness. If the score is 7 or more that Warrior is unaffected. If the score is 6 or less that Warrior suffers 3D6 Wounds, with no modifiers for Toughness or armour. |
5 | Blue Dragon - Spits Electricity. Blue Dragons actually generateelectricity that arcs from their mouths in the form of lightning, rather than breathe a noxious substance. Take one Warrior counter to determine who is hit. That Warrior suffers 2D6 Wounds, with no modifier for armour. After resolving that attack, roll another 1D6. On a score of 3, 4, 5 or 6 the lightning bolt arcs across to another Warrior. Take another Warrior counter to determine who. He also takes 2D6 Wounds, with no modifier for armour. This process continues until the lightning bolt fails to are across to another Warrior. |
6 | White Dragon - Breathes Chilling Mist. At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed by the mist. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes. Each Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. In addition, while he thaws out, for 1 turn he has a Movement of 1, he may be hit automatically, and any dice rolls made for his actions only succeed on a natural 6. Actions that do not require you to roll a dice may be carried out as normal. |
A dragon's breath weapon is used in addition to its normal hand-to-hand attacks.
TREASURE HOARD +n
Dragons have their own treasure hoards above and beyond the treasure that is otherwise found.
When a dragon is killed roll 1D6+n, where n is the number after the Treasure Hoard entry, on the following table to determine what it contains:
1 | Gold. Each player may roll as many D6 as he likes, adding up thescore and multiplying it by 10 to determine how much gold his Warrior finds. However, if any of the dice score a 1 his Warrior finds nothing. |
2-3 | Dungeon Room Treasure. Make one roll on the Dungeon RoomTreasure Table for each Warrior to determine what he finds. |
4-5 | Dungeon Room Treasure and Gold. Make one roll on theDungeon Room Treasure Table for each Warrior to determine what he finds. In addition, each player may roll as many D6 as he likes, adding up the score and multiplying it by 10 to determine how much extra gold his Warrior finds. However, if any of the dice score a 1 his Warrior finds no extra gold. |
6+ | Objective Room Treasure. Make one roll on the Objective RoomTreasure Table for each Warrior to determine what he finds. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dragonspawn Phil | 30 | 6/8* | 3 | - | 5 | 6 | 3 | 3 | - | 2 | 790 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dragonspawn | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dread Raven Phil | 13 | 1/8* | 2 | - | 2 | 3 | 4 | 1 | - | 1 | 110 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dread Raven | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dune Delver Tube Phil | 30 | Sp | 3 | - | 8 | 3 | 1 | 3 | - | 2 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dune Delver Tube | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
DUNE DELVER TUBE
A dune delver tube always appears as one of four tubes connected to the giant body underground. Each time a tube is killed (or severed from the main body), roll 1D6 - on a roll of one, the remaining tubes retreat into the ground.
If more than one dune delver creature is present (i.e. eight tubes or twelve tubes or, etc) then the Gm (or whichever warrior is currently in charge of looking after the monsters) must keep track of which tubes belong in each group of four.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dwarf Hound Phil | 30 | 8 | 4 | - | 5 | 2 | 5 | 2 | - | 2 | 210 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dwarf Hound | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
ROAR n+
While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Alcohol Elemental Phil | 82 | 6 | 2 | - | 10 | 6 | 3 | 1 | - | 10 | 7275 |
Blood Elemental Phil | 82 | 6 | 8 | - | 9 | 7 | 8 | 6 | - | 5 | 7275 |
Dust Elemental Phil | 82 | 6 | 6 | - | 6 | 5 | 6 | 5 | - | 4 | 7275 |
Evolution Elemental Phil | 82 | 6 | 8 | - | 10 | 8 | 10 | 7 | - | 6 | 7275 |
Gold Elemental Phil | 82 | 4 | 7 | - | 5 | 0 | 7 | 6 | - | 5 | 7275 |
Hate Elemental Phil | 82 | 6 | 2 | - | 10 | 1 | 7 | 10 | - | 10 | 7275 |
Heat Elemental Phil | 82 | 6 | 5 | - | 6 | 6 | 8 | 5 | - | 6 | 7275 |
Pain Elemental Phil | 82 | 6 | 5 | - | 10 | 4 | 6 | 4 | - | 10 | 7275 |
Vapour Elemental Phil | 82 | 6 | 9 | - | 5 | 5 | 9 | 6 | - | 5 | 7275 |
Air Elemental Phil | 100 | 6 | 10 | - | 7 | 5 | 10 | 10 | - | 4 | 8000 |
Earth Elemental Phil | 100 | 4 | 10 | - | 10 | 10 | 7 | 5 | - | 8 | 8000 |
Fire Elemental Phil | 100 | 6 | 10 | - | 10 | 7 | 8 | 6 | - | 7 | 8000 |
Water Elemental Phil | 100 | 4/6* | 10 | - | 8 | 6 | 9 | 6 | - | 5 | 8000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Air Elemental | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
Alcohol Elemental | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Blood Elemental | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Dust Elemental | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Earth Elemental | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
Evolution Elemental | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Fire Elemental | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
Gold Elemental | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Hate Elemental | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Heat Elemental | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Pain Elemental | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Vapour Elemental | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
Water Elemental | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
DESTROY SPELL n+
A monster with this ability can attempt to destroy any spell cast upon it. It must roll n+ on 1D6. If it succeeds then the spell is lost from the wizard's spell list, and the wizard may not cast it again.
DISTRACT n+
For each attack made against a monster with this ability roll 1D6. On a roll of n+ that attack is lost.
MELD SPELLS
If an evolution elemental steals two or more spells, it may attempt to meld them together on a 6+ (on a D6). If this succeeds the new spell does both of the old spells effects under a power roll equal to the highest roll of the two old spells. The original spells are lost. An attempt may be made once per turn.
OLHYDRA SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Rain… |
4-5 |
Summon 1D3 silver fish. |
6 |
Flood… |
STEAL SPELL n+
Each time a spell is cast against a monster with this ability it may attempt to steal it (before destroying or dispelling it) and use it as his own. It must roll n+ on a D6 to succeed. On a successful roll, it may cast it once each turn by rolling the spell's power value or better on 2D6.
TORTURE
When a warrior is reduced to 0 wounds by a pain elemental the elemental will attempt to become adjacent to him. Once he is, the warrior is brought back onto one wound. The pain elemental then grabs the Warrior by the throat and holds him high above the g
YAN-C-BIN SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Gust… |
4-5 |
Summon |
6 |
Storm… |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Faerie Phil | 20 | 6 | 3 | 5+ | 3 | 3 | 5 | 2 | - | 1 | 480 |
Faerie Lady Phil | 35 | 6 | 4 | 4+ | 3 | 4 | 6 | 2 | - | 2 | 940 |
Faerie Queen Phil | 50 | 6 | 5 | 3+ | 4 | 4 | 7 | 3 | - | 2 | 2550 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Faerie | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Faerie Lady | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Faerie Queen | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Fatling Phil | 33 | 1 | 3 | - | 8 | 3 | 1 | 1 | - | 5 | 700 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fatling | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
FLAB (n+)
Extremely fat creatures are subject to certain bonuses in combat. First, they are unaffected by blunt weapons (clubs, maces, etc) and slashing weapons (axes, etc) cause only half damage, as they cut only the outer layers of fat. Piercing weapons, however, work as normal. This rule applies to both magical and non-magical weapons.
In addition to this, some fat creatures are extremely oily, causing their opponents to slip up during attack. At the beginning of each turn, each warrior must roll 1D6. On a roll of n+, that warrior has slipped and is prone until the beginning of the next turn. If n+ is N/A then this creature is not greasy enough to cause a warrior to slip.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Fire Salamander Phil | 30 | 6 | 3 | - | 5 | 3 | 3 | 3 | - | 4 | 1090 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fire Salamander | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Firedrake Phil | 33 | 11 | 5 | - | 5 | 3 | 4 | 2 | - | 3 | 660 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Firedrake | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
BOILING
Some creatures exude heat, making those around them sweat, even in icy conditions. This puts all warriors in the same room as one of these creatures at -1 To Hit.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
KABOOM!
When some fiery creatures die, they automatically explode, causing 1D3 wounds on everything in the eight (or, if a large monster, twelve) squares surrounding its body, no deductions. This can, of course, trigger multiple explosions, if several of these creatures are adjacent and wounded.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Firenewt Phil | 10 | 5 | 4 | 6+ | 4 | 3(4) | 3 | 1 | 1 | 1 | 70 |
Firetoad Phil | 5 | 4 | 2 | - | 2 | 2 | 2 | 1 | - | 1 | 100 |
Fire Snake Phil | 3 | 5 | 3 | - | 3 | 2 | 2 | 1 | - | 1 | 170 |
Flail Snail Phil | 7 | 2 | 3 | - | 3 | 4 | 2 | 6 | - | 1 | 350 |
Firenewt Champ Phil | 20 | 5 | 5 | 5+ | 5 | 4(5) | 3 | 2 | 1 | 2 | 390 |
Firenewt Priest Phil | 30 | 5 | 5 | 5+ | 4 | 4(5) | 4 | 2 | 1 | 1 | 430 |
Giant Strider Phil | 40 | 10 | 4 | - | 5 | 6 | 2 | 2 | - | 3 | 880 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fire Snake | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Firenewt | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Firenewt Champ | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Firenewt Priest | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Firetoad | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Flail Snail | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Giant Strider | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Flerpent Phil | 15 | 6 | 4 | - | 6 | 3 | 3 | 3 | - | 3 | 1930 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Flerpent | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Flind Phil | 25 | 5 | 5 | 5+ | 6 | 5(6) | 4 | 2 | 1 | 3 | 750 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Flind | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DISARM n+
Each time a hit is scored roll 1D6. On an 'n' or more the warrior that is hit may not use the weapon he was using until the combat is over and he can retrieve it.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Fog Giant Phil | 50 | 10 | 6 | 4+ | 7 | 4(6) | 7 | 4 | 2 | 4 | 3510 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fog Giant | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
GIANT ATTACKS
Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.
1 | Thump With Club. Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour. |
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2 | Swing with Club. Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon. |
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3 | Kick Down Corridor. The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7. If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7). |
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4 | Pick Up. Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
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5 | Jump Up and Down. Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal. If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds. |
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6 | Yell and Bawl. Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Forlarren Phil | 50 | 5 | 6 | 5+ | 6 | 4(5) | 3 | 3 | 1 | 4 | 2300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Forlarren | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
SPLIT PERSONALITY
Once a forlarren has killed one person it will become remorseful and sad for the next three turns, and will help the party do what they can for their fallen comrade. After the three turns have passed it returns to normal. If attacked while 'goodly' it will attack back.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Frost Giant Phil | 70 | 6 | 4 | 5+ | 9 | 5(6) | 6 | 1 | 1 | Sp | 2550 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Frost Giant | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Frost Man Phil | 20 | 4 | 4 | 6+ | -4 | 3 | 4 | 1 | - | -1 | 500 x Dungeon Level gold each |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Frost Man | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
BLAST-BREATH
Instead of attacking normally, a creature with this ability breathes ice-cold air upon his foes. This causes (Dungeon Level) D6 wounds and is not modifiable for armour.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Fungoid Phil | 30 | 1 | 4 | - | 6 | 4 | 2 | 2 | - | 3 | 500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fungoid | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
MULTIPLY
Each turn roll 1D6. If a six is rolled then an additional fungoid has been created out of the existing one. Place another fungoid on the table.
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Giants are rare in the settled parts of the Old World, having long since been hunted down and destroyed by chivalrous Bretonnian Knights and crazed Dwarf Giant Slayers. In the northlands they are more common because the lands are wild and untamed, and full of the sort of caves that Trolls and Giants like to make their homes.
Giants are, as their name suggests, very big. However, they are not especiallybright: in fact, many are positively dim-witted. They are notorious drunkards and regard anything smaller than themselves as potential food, including Men and other intelligent creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Roleplay book | 64 | 6 | 3 | 4+ | 7 | 6(11) | 3 | Special | 5 | 5D6 | 2000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
GIANT ATTACKS
Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.
1 | Thump With Club. Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour. |
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2 | Swing with Club. Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon. |
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3 | Kick Down Corridor. The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7. If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7). |
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4 | Pick Up. Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
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5 | Jump Up and Down. Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal. If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds. |
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6 | Yell and Bawl. Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Bat Roleplay book | 1 | 8 | 2 | - | 2 | 2 | - | 1 | - | 1D6 | 15 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Bat | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Rat Roleplay book | 1 | 6 | 2 | - | 3 | 3 | 4 | 1 | - | Special | 25 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Rat | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
DEATHLEAP
Giant Rats make a special attack, called a Deathleap. Roll the Rat's attack as normal, but roll 2D6+2 for damage. Once a Giant Rat has attacked your Warrior, roll 1D6. On a result of 3, 4, 5 or 6 the Giant Rat's suicidal, frenzied attack has opened it up to your Warrior's attack and he automatically kills it - place it on his Adventure Record sheet.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Scorpion Roleplay book | 20 | 5 | 3 | - | 5 | 6 | 1 | 2 | - | 2 | 450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Scorpion | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
FLAB (n+)
Extremely fat creatures are subject to certain bonuses in combat. First, they are unaffected by blunt weapons (clubs, maces, etc) and slashing weapons (axes, etc) cause only half damage, as they cut only the outer layers of fat. Piercing weapons, however, work as normal. This rule applies to both magical and non-magical weapons.
In addition to this, some fat creatures are extremely oily, causing their opponents to slip up during attack. At the beginning of each turn, each warrior must roll 1D6. On a roll of n+, that warrior has slipped and is prone until the beginning of the next turn. If n+ is N/A then this creature is not greasy enough to cause a warrior to slip.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Spider Roleplay book | 1 | 6 | 2 | - | Special | 2 | - | 1 | - | 1 | 15 |
Gigantic Spider Roleplay book | 20 | 5 | 3 | - | Special | 4 | 1 | 2 | - | 2D6 | 450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Spider | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Gigantic Spider | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Troll Phil | 60 | 5 | 2 | 6+ | 10 | 6(8) | 2 | 3 | 2 | 4 | 2070 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Troll | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Giant Two-Headed Troll Phil | 50 | 6 | 6 | 5+ | 8 | 5(6) | 4 | 8 | 1 | 3 | 4480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Giant Two-Headed Troll | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
SCHIZOPHRENIA
Having two heads does not always help. Each time a one is rolled in the power phase roll 2D6. If you get a double then the two heads start to argue with each other, and the giant two-headed troll may not do anything at all this turn.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Githyanki Phil | 75 | 4 | 7 | 3+ | 7 | 4(6) | 9 | 5 | 2 | 5 | 4540 |
Githzerai Phil | 70 | 4 | 7 | 3+ | 6 | 4(5) | 8 | 5 | 1 | 4 | 4570 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Githyanki | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Githzerai | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
SILVER SWORD
Silver swords affect all undead, demons, chaos etc., and cause an extra point of damage against undead, daemonic or chaotic warriors that the bearer might meet.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Goblin Bear Phil | 30 | 6 | 5 | - | 6 | 4 | 5 | 3 | - | 3 | 820 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Goblin Bear | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Burst-rock Phil | Sp | 1 | * | - | - | - | - | - | - | 5 | |
Bone Golem Phil | 9 | 3 | 3 | 6+ | 3 | 3 | 2 | 1 | - | 2 | 130 |
Hellknight Phil | 10 | 3 | 4 | 5+ | 4 | 5 | 1 | 2 | - | 1 | 250 |
Living Armour Phil | 25 | 3 | 5 | 5+ | 5 | 6 | 1 | 2 | - | 2 | 350 |
Wood Golem Phil | 42 | 2 | 6 | 4+ | 5 | 4 | 0 | 3 | - | 2 | 620 |
Lancerot Phil | 35 | 3 | 6 | 5+ | 5 | 7 | 1 | 3 | - | 2 | 850 |
Gollum Phil | 30 | 3 | 4 | 6+ | 7 | 6 | 1 | 3 | - | 4 | 1200 |
Golem Phil | 40 | 2 | 3 | - | 8 | 7 | 0 | 2 | - | 6 | 1280 |
Collussus Phil | 45 | 3 | 5 | 6+ | 7 | 7 | 1 | 4 | - | 4 | 2160 |
Durahan Phil | 50 | 6 | 6 | 6+ | 5 | 4 | 3 | 5 | - | 4 | 3470 |
Centurion Phil | 80 | 4 | 7 | 5+ | 8 | 6 | 4 | 6 | - | 6 | 4530 |
Sentinel Phil | 45 | 2 | 7 | 6+ | 6 | 8 | 1 | 4 | - | 3 | 4540 |
Caryatid Column Phil | 50 | 6 | 7 | 5+ | 6 | 6 | 0 | 5 | - | 4 | 4550 |
Bildblok Phil | 60 | 3 | 6 | 6+ | 8 | 8 | 1 | 5 | - | 4 | 4560 |
Lead Golem Phil | 100 | 2 | 6 | 6+ | 9 | 6 | 0 | 4 | - | 4 | 4760 |
Taros Warrior Phil | 90 | 4 | 7 | 4+ | 9 | 7 | 5 | 7 | - | 6 | 5200 |
Guardian Phil | 60 | 2 | 8 | 6+ | 7 | 9 | 1 | 5 | - | 4 | 5230 |
Mithril Golem Phil | 120 | 5 | 7 | 2+ | 8 | 9 | 0 | 5 | - | 5 | 5960 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Bildblok | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Bone Golem | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Burst-rock | * | * | * | * | * | * | * | * | * | * |
Caryatid Column | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Centurion | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Collussus | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Durahan | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Golem | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Gollum | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Guardian | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Hellknight | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Lancerot | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Lead Golem | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Living Armour | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Mithril Golem | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Sentinel | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Taros Warrior | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Wood Golem | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
BONUS VS SHARP WEAPONS
Sharp, non-magical weapons either go straight through the body of a creature with this ability, or cannot penetrate its flesh, and so they cause it no harm. Even sharp, magical weapons cause only half damage. Blunt weapons (maces, clubs, fists, knuckle dusters, gauntlets, boots (for kicking)) cause damage as normal.
DEFENCE VS WEAPONS
Any non-magical weapon that hits a creature with this ability inflicts only half damage. Also, after each hit roll 1D6. On a 5+ the weapon shatters!
Any magical weapon that hits a creature with this ability inflicts full damage, but all magical bonuses (additions to strength, DD, to hit roll etc...) are ignored. Also, after each hit roll 1D6. On a 6+ the weapon loses one magical bonus (i.e. +3 strength becomes +2 strength). If a magical weapon loses all of its magical bonuses, then the weapon loses its title as "magical", and next time it will shatter on a 5+.
EXPLODE
If a burst-rock is alive at the end of the turn, they choose to explode themselves if they are adjacent to one or more warriors. This causes 5D6 damage and it hits every model in the eight squares surrounding it. If a burst-rock is killed (either by an explosion from another burst-rock or by normal means), it will explode on a 5+ on 1D6. If it does not explode, it is useless.
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
NO SPEECH
Most stone, bone and clay golems are built with no tongue, and so they cannot speak. Armour golems are simply enchanted armour, and they have no way of speaking. Necromantic golems have no intelligence, and so don't speak. Should you ever wish to have a golem NPC he would have to communicate with the other warriors by way of a slate and some chalk... or be a really intelligent undead golem.
RESISTANCE (Spell Type(s))
Some monsters have a resistance to certain types of spell. The spell types in the brackets will only cause half damage to the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning cause half usual damage on the monster, as does being hit by an actual bolt of lightning (unlikely, but still)).
SPECIAL WOUNDS
Burst-rocks have a wound total equal to double their summoner's wound value. You may think that this makes them terribly powerful, but considering each one can only be used once it does not make much difference. A burst-rock may not be healed or be killed by a spell or item that kills something outright. The default wound total is 50.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Gorbel Phil | 1 | 12 | 5 | - | 8 | 0 | 1 | 1 | - | 5 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Gorbel | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
HITTING BONUS
Once the gorbel has hit it attaches itself to the victim with its claws. It need not hit again, unless it changes target, for the claws will tighten each turn and draw the victim's blood. Also, when rolling to hit the gorbel while it is attached to a victim, there is a 50:50 chance of hitting the victim. Before each roll to hit roll 1D6. On a 4+ you must hit the victim... sorry.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Gorgon Roleplay book | 35 | 4 | 2 | 4+ | 3 | 3 | 5 | 1 | - | 2D6 | 1100 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Gorgon | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Gorilla Bear Phil | 30 | 5 | 3 | - | 9 | 7 | 2 | 2 | - | 6 | 2520 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Gorilla Bear | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Great Harrier Phil | 50 | 4/15* | 7 | - | 6 | 2 | 9 | 4 | - | 3 | 3320 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Great Harrier | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Great Taurus Roleplay book | 50 | 6 | 6 | - | 6 | 6(9) | 7 | 4 | 3 | 4D6 | 2250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Great Taurus | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Grell Phil | 90 | 8 | 7 | - | 10 | 4 | 4 | 6 | - | 7 | 5380 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Grell | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Griffon Roleplay book | 52 | 6 | 5 | - | 6 | 5 | 7 | 4 | - | 4D6 | 1500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Griffon | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FLAMING DEATH
Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Grippett Phil | 17 | 3/2* | 4 | - | 4 | 3 | 6 | 2 | - | 1 | 220 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Grippett | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hippogriff Roleplay book | 55 | 8 | 5 | - | 6 | 5 | 6 | 3 | - | 3D6 / 4D6 (5+) | 1450 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hippogriff | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FLAMING DEATH
Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cro-Magnon Phil | 35 | 4 | 5 | 5+ | 7 | 4(6) | 4 | 3 | - | 3 | 3 Treasure Cards each (in addition to any treasure you may gain from the encounter). |
Dakon Phil | 30 | 4 | 4 | 6+ | 8 | 6 | 4 | 3 | - | 4 | 2 Treasure Cards each (in addition to any treasure you may gain from the encounter.) |
Feral Phil | 6 | 3 | 1 | 6+ | 1 | 1 | 1 | 1 | - | 1 | Special (see ‘Single Soul’ ability) |
Lizard King Phil | 40 | 4 | 7 | 4+ | 7 | 4(6) | 3 | 3 | 2 | 3 | |
Maligator Phil | 30 | 5 | 5 | 6+ | 6 | 3(4) | 3 | 2 | 1 | 2 | 1 Treasure Card each (in addition to any treasure you may gain from the encounter). |
Man-Ape Phil | 12 | 4 | 3 | 6+ | 5 | 4 | 3 | 1 | - | 2 | Man-Apes carry no items of value other than bones |
Neanderthal Phil | 20 | 4 | 4 | 6+ | 6 | 4(5) | 4 | 2 | 1 | 2 | 1 Treasure Card each (in addition to any treasure you may gain from the encounter). |
Quaggoth Phil | 40 | 4 | 5 | 6+ | 9 | 5 | 3 | 4 | - | 4 | 3 Treasure Cards each (in addition to any treasure you may gain from the encounter). |
Quillan Phil | 25 | 4 | 7 | 6+ | 6(7) | 4 | 3 | 2 | - | 3(5) | 1 Treasure Card, and a “Sharp Sword” each |
Cave Goblin Phil | 5 | 4 | 4 | 5+ | 3 | 2 | 2 | 1 | - | 1 | 40 |
Tokal Tribesman Phil | 13 | 4 | 3 | 6+ | 3 | 2(3) | 5 | 1 | 1 | 1 | 40 |
Wild Orc Phil | 15 | 4 | 4 | 5+ | 5 | 3 | 3 | 2 | - | 1 | 80 |
Frost Ape Phil | 18 | 3 | 3 | 6+ | 3 | 3 | 1 | 1 | - | 2 | 120 |
Manticora Phil | 13 | 3/5*** | 4 | 5+ | 5 | 2(3) | 7 | 1 | 1 | 2 | 120 |
Hill Howler Phil | 20 | 5/2** | 3 | 6+ | 4 | 3 | 4 | 1 | - | 2 | 130 |
Night Terror Phil | 19 | 8/8** | 4 | 6+ | 4 | 3 | 3 | 1 | - | 2 | 130 |
Viren Phil | 6 | 3 | 3 | 6+ | 4 | 3 | 1 | 1 | - | 1 | 140 |
War Lizard Phil | 20 | 5 | 4 | 6+ | 5 | 3(4) | 3 | 1 | 1 | 2 | 150 |
Troglodyte Phil | 35 | 4 | 6 | 5+ | 6 | 4(5) | 2 | 2 | 1 | 3 | 180 plus 1 Treasure Card each (in addition to any treasure you may gain from the encounter). |
Manster Phil | 21 | 4 | 4 | 6+ | 4 | 3 | 6 | 2 | - | 2 | 290 |
Gibberling Phil | 20 | 5 | 3 | 6+ | 6 | 4 | 3 | 3 | - | 2 | 700 |
Grimlock Phil | 30 | 4 | 4 | 6+ | 5 | 4 | 4 | 2 | - | 3 | 700 |
Ettercap Phil | 30 | 4 | 4 | 6+ | 5 | 4 | 4 | 2 | - | 2 | 800 |
Crabman Phil | 25 | 6/8* | 6 | 6+ | 6 | 6 | 4 | 3 | - | 3 | 1150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cave Goblin | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Crabman | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Cro-Magnon | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dakon | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Ettercap | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Feral | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Frost Ape | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Gibberling | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Grimlock | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Hill Howler | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Lizard King | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Maligator | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Man-Ape | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Manster | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Manticora | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Neanderthal | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Night Terror | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Quaggoth | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Quillan | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Tokal Tribesman | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Troglodyte | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Viren | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
War Lizard | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Wild Orc | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
ARMED WITH SHARP SWORD
These swords give +1 to hit, +1 STR, and +2 DD. However, they will (1 in 6) blunt after a hit (making them the same as a normal sword, only granting +1 to hit), and (1 in 6) snap after a miss (making them the same as normal swords, only granting -1 to hit). Ahh well...
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
MUSK
Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.
ROAR n+
While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.
SINGLE SOUL
The feral is a bizarre creature, as each pack of these animals shares the same
soul. This allows them to operate as the perfect team (almost like the Borg,
actually) when attacking. Most alarming of all, however, is the fact that every
time one of the pack is killed, the soul is re-split between the remaining pack
members. This means that every time a feral dies, its companions become
stronger.
When a feral dies, each feral immediately (i.e. if a feral dies in the middle of
a spell that hits everyone, like Chain Lightning, all the other ferals are
affected before the spell carries on) gains six wounds (so, if Feral A is one 3
wounds out of 6, and Feral B dies, Feral A finds himself suddenly on 9 wounds
out of 12), one weaponskill, one strength, one toughness, one initiative, one
attack and one damage dice, as well as BS 6+ becoming 5+, or 5+ becoming 4+ and
so forth.
While wounds can continue to go up forever, all of the other statistics have a
limit of ten (or A, in the case of BS).
A gold value for a feral also goes up as follows:
Number of ferals that have died: Gold value for remaining ferals:
0 |
10 gold each |
1 |
150 gold each |
2 |
250 gold each |
3 |
450 gold each |
4 |
650 gold each |
5 |
1200 gold each |
6 |
2500 gold each |
7 |
3500 gold each |
8 |
4500 gold each |
9 |
5000 gold each |
10+ |
6000 gold each |
SUBDUE
Some monsters fight to subdue, not killing a warrior, but trying to knock him out. When a warrior is subdued (on 0 wounds) lay him down. When the battle is over, he will either wake up, having lost no wounds from the subduing blows, or, if all the other warriors are either dead or subdued, be carried off and eaten or imprisoned. Some creatures will actually knock intruders out and then leave them where they are - they've been warned! A subdued warrior may not be healed since no damage has been caused.
TOKAL INFESTATION
Some creatures, namely the tokal tribesmen, are infested with the tokal parasite. Every time a creature with this ability hits a warrior, roll 1D6 - on a roll of 5+ (6+ if the warrior is wearing any armour), the warrior has been bitten and is now a new host for the parasite. After the combat is over, the eggs in the warrior's body will hatch. This has two main affects on the warrior:
First, it changes his characteristics. The warrior is now at +1 strength and +1 initiative. These changes are permanent, while the warrior is infested.
Secondly, the warrior must now fight for control over his body. At the beginning of each turn while monsters are on the board, roll 1D6. On a roll of six, the warrior has been taken over by the tokal parasite for that turn, and must attempt to infest every creature on the board. This means he does not attack normally this turn, but bites his enemies instead. Bite attacks are at -1 To Hit and are do not add damage dice. Warriors taken over by a tokal parasite will always attack their enemies first, but will turn on their companions once they have infested every enemy in their reach (it is not uncommon for an entire party to be infested). A tokal parasite can only ever attempt to take over while there are enemies on the board, or while the warrior is involved in some other strenuous activity (arguing, training, etc).
Anyone who is hit by a bite attack is infested with the tokal parasite, and suffers the affects above after the combat (or other strenuous activity) is over.
Once at a settlement, a warrior can have the infestation cured by being blessed at a temple (either chaos or normal), if he pays a donation of (1D6 x 100) gold.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hookwing Phil | 5 | 1/12* | 4 | - | 4 | 4 | 9 | 1 | - | 1 | 60 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hookwing | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hornet Phil | 25 | 6 | 7 | 3+ | 5 | 3 | 4 | 3 | - | 2 | 1180 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hornet | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hornsaw Unicorn Phil | 28 | 8 | 5 | - | 6 | 4 | 4 | 2 | - | 3 | 580 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hornsaw Unicorn | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Huror Phil | 80 | 8 | 6 | - | 8 | 4 | 1 | 4 | - | 4 | 4700 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Huror | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
BRR!
Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.
GLUE
Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack
IGNORE ARMOUR n+
This creature's attacks simply automatically ignore all armour, unless it is magical. They ignore magical armour on a roll of n+ to hit (if n+ is N/A then this creature cannot ignore magical armour).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Hydra Roleplay book | 70 | 6 | 3 | - | 5 | 6(9) | 3 | 5 | 3 | 4D6 | 2250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Hydra | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Basilisk Phil | 40 | 4/3* | 5 | - | 6 | 4 | 3 | 3 | - | 3 | 1380 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Basilisk | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FREEZE!
Any warrior that attacks the ice basilisk does so under similar rules to 'Petrify'. They are at -2 to hit, and if a natural 1 to hit is scored, the warrior gets caught in the basilisk's gaze, starts to freeze and is at -1 movement for the rest of the combat. If movement ever reaches 0, the warrior is frozen in ice and beyond all healing. A warrior frozen in ice is counted as prone, and may do nothing until he has thawed out, which he does three turns after the combat has ended.
This monster also has a natural magic resistance of 5+, and if their resistance roll is a 6, then their gaze is turned on the caster, causing the above effects.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Lizard Dragon Phil | 70 | 6/10* | 5 | - | 7 | 6 | 2 | 4 | - | 5 | 4510 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Lizard Dragon | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Troll Phil | 20 | 6 | 3 | 6+ | 6 | 3 | 1 | 3 | - | 4 | 2130 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Troll | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ice Weasel Phil | 8 | 3/2* | 2 | - | 2 | 3 | 8 | 1 | - | 1 | 50 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ice Weasel | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
RESISTANCE (Spell Type(s))
Some monsters have a resistance to certain types of spell. The spell types in the brackets will only cause half damage to the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning cause half usual damage on the monster, as does being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Imp Phil | 3 | 5 | 1 | 6+ | 1 | 1 | 2 | 1 | - | 1 | 10 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Imp | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
MADE OF MANA
Some creatures are born on the winds of magic, and made out of pure mana, and thus casting spells on them rarely works. Each time one of these creatures is hit by a spell that would usually wound it, roll 1D6. On a 3+ these wounds are added onto its own, healing it, and perhaps taking it above its starting wounds. Healing spells have normal effect on these creatures, and may not take them above their starting wounds or heal wounds beyond the original starting wounds score, as healing does not affect mana in the same way that offensive spells do. If a creature made of mana ever reaches four times its starting wounds score, then it splits in two, and two creatures are born from it (both of which start on normal starting wounds).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Iron Tusker Phil | 72 | 8 | 7 | - | 7 | 6 | 2 | 4 | - | 3 | 5300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Iron Tusker | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
DEFENCE VS WEAPONS
Any non-magical weapon that hits a creature with this ability inflicts only half damage. Also, after each hit roll 1D6. On a 5+ the weapon shatters!
Any magical weapon that hits a creature with this ability inflicts full damage, but all magical bonuses (additions to strength, DD, to hit roll etc...) are ignored. Also, after each hit roll 1D6. On a 6+ the weapon loses one magical bonus (i.e. +3 strength becomes +2 strength). If a magical weapon loses all of its magical bonuses, then the weapon loses its title as "magical", and next time it will shatter on a 5+.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Death Rattle Phil | 15 | 5 | 5 | 6+ | 4 | 3 | 5 | 1 | - | 2 | 170 |
Kamil Phil | 30 | 5 | 5 | 5+ | 5 | 4 | 6 | 2 | - | 3 | 510 |
Eye Killer Phil | 10 | 5 | 7 | - | 4 | 4 | 2 | 3 | - | 3 | 780 |
Vyper Phil | 40 | 5 | 6 | 4+ | 6 | 5 | 7 | 3 | - | 3 | 1180 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Death Rattle | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Eye Killer | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Kamil | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Vyper | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
DRAW POWER FROM LIGHT
For every source of light (not including the ability to see in the dark) in the same room as the eye killer, the eye killer gets plus 1 strength.
EERIE DANCE
Once per turn monsters with this ability can attempt to lull one opponent into a deep sleep for 1D6 turns. If one monster attempts this then you must roll 12+ on 2D6. For every additional monster who joins in with the dance adds one to the dice roll. If this is attempted the dancing monsters may not make any other attacks.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Keffiz Phil | 32 | 6 | 4 | - | 5 | 4 | 5 | 2 | - | 2 | 390 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Keffiz | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Killer Bee Phil | 5 | 6 | 5 | 5+ | 3 | 2 | 2 | 1 | - | 2 | 220 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Killer Bee | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Kromeball Phil | 50 | 3 | 4 | - | 6 | 5 | 3 | 4 | - | 5 | 2540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Kromeball | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Krusher Phil | 40 | 3 | 3 | - | 6 | 4 | 2 | 3 | - | 4 | 1250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Krusher | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Lammasu Roleplay book | 50 | 6 | 6 | - | 6 | 7 | 6 | 3 | - | 4D6 | 2000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Lammasu | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
FLAMING DEATH
Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).
SORCEROUS EXHALATION
A Lammasu breathes out whirling tendrils of magic that provide protectionagainst magical attacks. All attacks made with a magical weapon against a Lammasu have a -2 modifier on the to hit roll.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Lava Child Phil | 50 | 4 | 5 | 5+ | 6 | 5(6) | 3 | 3 | 1 | 4 | 2330 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Lava Child | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Darkbat Phil | 7 | 6 | 2 | - | 3 | 2 | 3 | 2 | - | 1 | 50 |
Piterin Phil | 10 | 3/1*/8** | 3 | 6+ | 4 | 3 | 5 | 2 | - | 1 | 140 |
Vampyre Phil | 17 | 6 | 3 | - | 4 | 3 | 3 | 2 | - | 2 | 250 |
Dark Wing Phil | 25 | 6 | 4 | - | 5 | 4 | 4 | 3 | - | 2 | 700 |
Doombat Phil | 30 | 6 | 5 | - | 6 | 5 | 3 | 3 | - | 3 | 1230 |
Killerbat Phil | 40 | 6 | 6 | - | 7 | 5 | 5 | 4 | - | 3 | 3560 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dark Wing | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Darkbat | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Doombat | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Killerbat | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Piterin | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Vampyre | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SUMMON DARKBATS
Once per turn roll 1D6. On a 5+ one darkbat is summoned.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Li Lung Phil | 90 | 6/16*/2** | 7 | - | 9 | 8 | 6 | 4 | - | 7 | 5490 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Li Lung | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
BURROW (n/n1)
This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Lokjaw Phil | 20 | 6 | 3 | 6+ | 5 | 4 | 5 | 2 | - | 3 | 540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Lokjaw | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Manticore Roleplay book | 50 | 6 | 6 | - | 7 | 7 | 4 | 4 | - | 4D6 | 2000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Manticore | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
MANTICORE STING
During the Monsters' Phase, in addition to making its normal attacks and afterit has moved, a Manticore may make a special poisonous Sting attack. Each Warrior adjacent to the Manticore is automatically hit and suffers 3D6 Wounds, modified for armour and Toughness. As this attack is poisonous. all the rules for the Poison Special Ability also apply.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mantoro Phil | 50 | 4 | 5 | 6+ | 6 | 7 | 2 | 1 | - | 5 | 1240 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mantoro | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Meazel Phil | 20 | 5 | 7 | 3+ | 5 | 4(5) | 3 | 5 | 1 | 4 | 4360 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Meazel | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Steam Mephit Phil | 35 | 16 | 6 | 5+ | 2 | 2 | 4 | 3 | - | 2 | 840 |
Water Mephit Phil | 30 | 16 | 6 | 5+ | 2 | 2 | 4 | 3 | - | 2 | 840 |
Smoke Mephit Phil | 30 | 16 | 6 | 5+ | 3 | 2 | 4 | 3 | - | 2 | 970 |
Fire Mephit Phil | 35 | 16 | 6 | 5+ | 4 | 3 | 4 | 4 | - | 3 | 2080 |
Lava Mephit Phil | 30 | 16 | 6 | 5+ | 5 | 4 | 4 | 3 | - | 4 | 2150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Fire Mephit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Lava Mephit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Smoke Mephit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Steam Mephit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Water Mephit | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
DYING COUGH
When a smoke mephit dies it causes 2D6 wounds on its killer (no deductions), as it coughs up a ball of flame.
PERISH NM BLADE
All non-magical blades or weapons that hit a creature with this skill cause no damage and are destroyed totally.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Minotaur Roleplay book | 15 | 6 | 4 | 4+ | 4 | 4 | 3 | 2 | - | 2D6 | 440 |
Minotaur Champion Roleplay book | 34 | 6 | 5 | 3+ | 5 | 4(5) | 4 | 3 | 1 | 3D6 | 1100 |
Minotaur Hero Roleplay book | 48 | 6 | 6 | 2+ | 5 | 5(7) | 5 | 4 | 2 | 3D6 / 4D6 (5+) | 2400 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Minotaur | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Minotaur Champion | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Minotaur Hero | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Miser Jackal Phil | 4 | 5 | 3 | - | 2 | 3 | 4 | 1 | - | 1 | 30 plus any stolen items are returned |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Miser Jackal | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
STEAL (n+)
Some creatures are stealthy enough to steal equipment off of the warriors. The item stolen will always be the most valuable (if there are two items of the same value, then the smaller of the two... if there is still confusion, then the warrior decides). An item is stolen if the warrior is hit by the creature.
If, at the beginning of a Monsters' Phase, the creature has a stolen item, it will then attempt to flee. It can break pinning on a roll of n+ (or automatically, if n+ is A), and is considered gone forever once at least one complete board section stands between it and the other warriors. If the creature moves into a new board section, that section is revealed, and all events in the room are triggered. On a roll of 4+, monsters in the room ignore the thieving creature, but otherwise, they will attack it as if it were a warrior.
If the warriors catch the creature and kill it, then all stolen items are returned.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mock Dragon Phil | 42 | 4/2** | 4 | - | 5 | 4 | 2 | 2 | - | 3 | 420 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mock Dragon | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Mountain Giant Phil | 60 | 8 | 5 | 5+ | 8 | 5(7) | 7 | 4 | 2 | 5 | 4490 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Mountain Giant | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
GIANT ATTACKS
Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.
1 | Thump With Club. Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour. |
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2 | Swing with Club. Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon. |
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3 | Kick Down Corridor. The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7. If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7). |
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4 | Pick Up. Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
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5 | Jump Up and Down. Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal. If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds. |
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6 | Yell and Bawl. Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Muskhorn Phil | 83 | 5 | 6 | - | 8 | 6 | 1 | 4 | - | 4 | 4000 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Muskhorn | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
MUSK
Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Nightstalker Phil | 35 | 3 | 4 | - | 4 | 5 | 5 | 1 | - | 2 | 250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Nightstalker | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ogre Roleplay book | 13 | 6 | 3 | 5+ | 4 | 5 | 3 | 2 | - | 1D6 / 2D6 (5+) | 400 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ogre | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ogre Trainee Phil | 6 | 6 | 2 | 6+ | 4 | 5 | 2 | 1 | - | 1 | 300 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ogre Trainee | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Enveloper Phil | * | 5 | * | * | * | * | * | * | - | * | (500 x dungeon level) gold each |
Slimy Ooze Phil | 3 | 6 | 2 | 6+ | 2 | 3 | 1 | 1 | - | 1 | 20 |
Upper Ooze Phil | 4 | 4 | 3 | 5+ | 3 | 4 | 2 | 1 | - | 1 | 30 |
Red Ooze Phil | 8 | 5 | 2 | 4+ | 2 | 2 | 5 | 1 | - | 1 | 90 |
Blue Ooze Phil | 9 | 5 | 2 | 4+ | 2 | 2 | 6 | 1 | - | 1 | 110 |
Cave Moth Phil | 5 | 1/2** | 2 | - | Sp | 2 | 1 | 1 | - | Sp | 120 |
Dark Jelly Phil | 10 | 5 | 4 | 4+ | 5 | 3 | 3 | 2 | - | 1 | 150 |
Vile Ooze Phil | 10 | 5 | 3 | 5+ | 4 | 3 | 2 | 1 | - | 2 | 170 |
Morphing Ooze Phil | 30 | 4 | 3 | 6+ | 4 | 3 | 4 | 2 | - | 2 | 180 |
Angler Ooze Phil | 16 | 2 | 2 | 6+ | 5 | 2 | 1 | 2 | - | 2 | 220 |
Cold Slime Phil | 28 | 1/1*** | 4 | - | 5 | 3 | 1 | 1 | - | Sp | 290 |
Bubbling Ooze Phil | 15 | 6 | 3 | 3+ | 5 | 4 | 2 | 2 | - | 2 | 350 |
Cave Shrike Phil | 60 | 3/3*** | 6 | - | 6 | 2 | 1 | 1 | - | 6 | 1150 |
Hydrax Phil | 30 | 3 | 4 | - | 4 | 5 | 3 | 2 | - | 3 | 1230 |
Yellow Ooze Phil | 45 | 5 | 4 | 6+ | 5 | 4 | 3 | 3 | - | 3 | 1740 |
Dripping Ooze Phil | 25 | 5 | 4 | 3+ | 6 | 3 | 4 | 3 | - | 3 | 2480 |
Acid Ooze Phil | 50 | 3 | 3 | 5+ | 3 | 3 | 3 | 4 | - | 5 | 3490 |
Giant Ooze Phil | 60 | 3 | 6 | 6+ | 8 | 6 | 3 | 4 | - | 4 | 4080 |
Driffid Phil | 45 | 3 | 5 | - | 5 | 6 | 5 | 3 | - | 4 | 4180 |
Crystal Ooze Phil | 55 | 1 | 5 | 6+ | 6 | 3 | 9 | 4 | - | 5 | 4490 |
Huge Ooze Phil | 90 | 4 | 8 | 6+ | 10 | 8 | 2 | 6 | - | 6 | 5030 |
Gelatinous Cube Phil | 80 | 3 | 6 | - | 10 | 2 | 10 | 4 | - | 5 | 5180 |
Old Ooze Phil | 60 | 2 | 2 | 3+ | 3 | 2 | 7 | 5 | - | 2 | 5500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Acid Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Angler Ooze | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Blue Ooze | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Bubbling Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Cave Moth | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Cave Shrike | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Cold Slime | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Crystal Ooze | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dark Jelly | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Driffid | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dripping Ooze | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Enveloper | * | * | * | * | * | * | * | * | * | * |
Gelatinous Cube | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Giant Ooze | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Huge Ooze | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Hydrax | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Morphing Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Old Ooze | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Red Ooze | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Slimy Ooze | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Upper Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Vile Ooze | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Yellow Ooze | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
BRR!
Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.
BUBBLE ATTACKS
The bubbling ooze attacks by bubbling itself onto the opponent. This means that it rolls against BS to hit.
CLEAN
A gelatinous cube's roll in life is to clean up all of the dead bodies of humans and monsters that lie about the dungeon. They are 2 by 2 squares big, so they cannot miss the tiniest spot of blood. In fact, usually no dungeon is without one, but because they are transparent, only freak encounters occur. When warriors near a gelatinous cube they can see it and it can see them. However, gelatinous cubes often mistake living warriors (and monsters!) as dead ones. They therefore sometimes attempt to digest the living and 'clean up' the room. This means that whenever a warrior is hit, you should roll 1D6 to see whether the Gelatinous Cube has attempted to eat him:
1 |
Ignore the hit |
2-4 |
Take the hit as normal. |
5 |
Ignore the hit |
6 |
The gelatinous cube has mistaken you for its real prey. Ignore toughness! |
All items digested are lost.
DAZZLE (n+)
Every time this creature hits with a roll of n+, it has dazzled its target. A warrior who is dazzled is at -1 To Hit for the next warriors phase. This ability is not cumulative.
DRIP ATTACKS
Dripping oozes have learnt how to attack from the ceiling. They have also forgotten how to attack any other way, thus they live upside down. This means they roll against BS to hit and it also means that they are hit at -1 on the hit roll.
FOOD = WOUNDS
For every victim the enveloper has eaten he gains 20 wounds permanently (up to 120). Each enveloper starts its life with 20 wounds. When the warriors meet an enveloper it will have eaten (half the dungeon level (rounding up)) victims.
HALF-DIGESTED
It sometimes happens that the gelatinous cube has just eaten and there are still items of treasure in him. Each time one is killed roll 1D6.
1-3 |
You find no treasure at all - it has all been digested (except any items he might have tried to digest (but failed) this combat). |
4-5 |
You find treasure as normal. |
6 |
You find 1D3 extra treasure cards. |
If any of these cards are food or drink or made of paper (e.g. exotic foods, potions and scrolls) then discard them.
MORPH
Morphing oozes can come together to form a giant ooze. For this to happen, two must be standing next to each other at the beginning of the monster's phase. The morph takes an entire turn, so they may not do anything else. However, because a giant ooze takes up four spaces, instead of just two, any additional spaces needed will be taken, pushing all of the warriors and other monsters out of the way. If this can't be done then the morph cannot take place. Once the morph is complete, the giant ooze is put on the board. It is on full wounds, even if the two original oozes had lost wounds.
PAST LIFE
An old ooze has lived the majority of its life and, therefore, picked up a few tricks. One of these is old ooze magic. The other depends on what the old ooze was before he became very old. Stats are always the same, unless specified. To determine this, roll 4D6 on this table:
4 |
Giant Ooze |
5 |
Crystal Ooze |
6 |
Morphing Ooze |
7 |
Red Ooze |
8 |
Acid Ooze |
9 |
Cold Slime |
10 |
Bubbling Ooze |
11-12 |
Upper Ooze |
13-14 |
Slimy Ooze |
15-16 |
Dark Jelly |
17 |
Cave Moth |
18 |
Vile Ooze |
19 |
Angler Ooze |
20 |
Cave Shrike |
21 |
Dripping Ooze |
22 |
Blue Ooze |
23 |
Yellow Ooze |
24 |
Huge Ooze |
*If an old ooze morphs with another, their magic doubles and their stats change
as follows: movement and initiative lose one point; ballistic skill remains the
same; everything else doubles.
SECRETE ACID
All attacks done by a creature with this ability ignore all armour. All non-magical armour hit disintegrates on a 4+. All non-magical weapons that hit the ooze also disintegrate after damage on a 4+.
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
SMOTHER
Upon a successful hit, some oozes wrap themselves around their victim's head and attempt to cut off its air supply. Such a creature will stay on the victim until either it is forced off or one of them is dead. At the beginning of each Warriors' Phase, a smothered warrior may attempt to pull the ooze from its face. This requires a strength test of 6 against the ooze's strength (1D6 + warrior's strength - oozes' strength => 6) - remember a roll of six ALWAYS succeeds and a roll of one ALWAYS fails. If after the third attempt the warrior is still not free, he passes out, and will die at the beginning of the next Warriors' Phase. The other warriors may attack the ooze smothering their companion, but this will cause only half damage, the other half being dealt to the smothered warrior. A smothered warrior may make no other actions apart from attempting to break free.
STATS DETERMINING
The enveloper keeps the stats (other than movement and wounds) of its last victim (roll once on the dungeon level table - the toughest monster). It also keeps its alignment, fears, pet peeves, etc. However, its next meal will change all of that. Skills possessed by the eaten, however, will be kept forever, although whether the enveloper will ever have the initiative enough to use them, who knows? Skills like magic resistance are not accumulative, so eating a man with MR 6+ and another with MR 5+ does not give MR 4+ (2 in 6, plus 1 in 6), but MR 5+ only.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
YELLOW MORPH
Yellow oozes can come together to form one huge ooze. For this to happen, two must be standing next to each other at the beginning of the monster's phase. The morph takes an entire turn, so they may not do anything else. However, because a huge ooze takes up four spaces, instead of just two, any additional spaces needed will be taken, pushing all of the warriors and other monsters out of the way. If this can't be done then the morph cannot take place. Once the morph is complete, the huge ooze is put on the board. It is on full wounds, even if the two original oozes had lost wounds.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Pan Lung Phil | 75 | 8/8*/6** | 9 | - | 8 | 7 | 7 | 6 | - | 5 | 5480 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Pan Lung | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Plague Wretch Phil | 15 | 3 | 3 | 6+ | 4 | 3 | 1 | 1 | - | 2 | 130 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Plague Wretch | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
KREWE (Name)
All creatures with this ability listed are creatures that serve King Momus (see 'Adversary Anthology: Monster-characters'). No special rules to this one, really, but the information might come in handy for anyone who wants to use Momus in a quest.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Plaguecat Phil | 28 | 9/3* | 5 | - | 4 | 3 | 7 | 2 | - | 2 | 280 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Plaguecat | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DISEASED
Attacks from creatures with this ability inflict those they hit with a disease. A diseased warrior will lose one wound at the beginning of every Warriors' Phase (before magic) until he is healed by a magic spell or potion. Any non-magical means of healing (whether it be rations or a special skill) will not work on a diseased warrior, and any magic healing cast on such a warrior heals no wounds - it only removes the disease (and so a warrior will need two spells cast on him to remove the disease and heal him).
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Rat Ogres Roleplay book | 20 | 6 | 4 | - | 5 | 5 | 5 | 2 | - | 2D6 | 500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Rat Ogres | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Ratroo Phil | 3 | 4 | 1 | - | 1 | 3 | 4 | 1 | - | 1 | 10 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Ratroo | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Retriever Phil | 60 | 8 | 7 | - | 8 | 6 | 2 | 4 | - | 6 | 5580 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Retriever | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
FIRE EYE
This eye can cast Firestorm once per battle. It succeeds on a 6+.
ICE EYE
This eye can cast Freeze! once per battle. It succeeds on a 6+.
LIGHTNING EYE
This eye can cast Chain Lightning once per battle. It succeeds on a 6+.
TRANSMUTATION EYE
This eye can cast Transmute once per battle. It succeeds on a 6+. A warrior may be turned back to flesh using the medicine, Alshline.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Rogue Phil | 8 | 4 | 3 | 6+ | 2 | 2 | 5 | 1 | - | 1 | 25 |
Adept Rogue Phil | 15 | 5 | 4 | 5+ | 3 | 3 | 6 | 2 | - | 1 | 150 |
Mercenary Phil | 40 | 4 | 5 | 3+ | 6 | 4(5) | 4 | 3 | 1 | 4 | 690 |
Master Rogue Phil | 35 | 6 | 5 | 4+ | 4 | 4 | 7 | 3 | - | 2 | 1610 |
Rogue Prince Phil | 45 | 6 | 6 | 3+ | 4 | 4 | 8 | 4 | - | 3 | 4360 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Adept Rogue | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Master Rogue | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Mercenary | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Rogue | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Rogue Prince | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Rumbler Phil | 24 | 4 | 4 | - | 4 | 4 | 1 | 1 | - | 2 | 310 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Rumbler | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
LOCKJAW (n+)
Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Sand Burrower Phil | 26 | 5 | 6 | - | 6 | 2 | 1 | 3 | - | 3 | 1240 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Sand Burrower | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
BURROW (n/n1)
This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Baby Sandworm Phil | 10 | 4 | 2 | - | 4 | 2 | 1 | 1 | - | 1 | 35 |
Sandworm Phil | 40 | 4 | 3 | - | 6 | 3 | 2 | 3 | - | 4 | 2210 |
Mother Sandworm Phil | 80 | 6 | 3 | - | 8 | 4 | 2 | 6 | - | 5 | 5380 |
Giant Sandworm Phil | 100 | 8 | 4 | - | 10 | 6 | 2 | 7 | - | 6 | 6370 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Baby Sandworm | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Giant Sandworm | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Mother Sandworm | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Sandworm | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
EARTHQUAKE
Some creatures are able to shake the very earth they stand on/in. This may happen once per battle. Roll 1D6 for each model without this ability on the board (that's right, the whole board). On a roll of 1-4, the model is prone (unable to do anything and at +1 to be hit) until the end of the next Monsters' Phase. Otherwise, the model is unaffected.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Scavenger Phil | 20 | 3 | 3 | - | 3 | 3 | 4 | 1 | - | 1 | 130 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Scavenger | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Scythe Falcon Phil | 9 | 2/24* | 4 | - | 3 | 4 | 8 | 2 | - | 1 | 160 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Scythe Falcon | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Sentry Crow Phil | 5 | 1/9* | 3 | - | 3 | 4 | 5 | 1 | - | 1 | 10 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Sentry Crow | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Serpi Phil | 70 | 6 | 5 | 4+ | 5 | 5 | 6 | 4 | - | 6 | 3530 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Serpi | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Shen Lung Phil | 80 | 8/8*/6** | 8 | - | 7 | 7 | 7 | 5 | - | 5 | 5250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Shen Lung | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
SHOO FLY!
For some bizarre reason no bug-life (arachnid, insect, etc - giant or otherwise) may come within 40 inches of a shen lung. No one knows why. If a shen lung appears on the board within range of any bug, the bugs die.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Wild Shrieker Phil | 40 | 0 | * | - | - | 8 | 4 | - | - | - | 100 |
Dark Elf Shrieker Phil | 40 | 0 | * | 6+ | - | 7 | 5 | Sp | - | - | 1200 |
Chaos Dwarf Shrieker Phil | 50 | 0 | * | - | - | 8 | 5 | - | - | - | 2500 |
Orc Shrieker Phil | 30 | 0 | * | - | - | 6 | 5 | - | - | - | 2550 |
Chaos Shrieker Phil | 50 | 0 | * | - | 5 | 8 | 6 | - | - | 3 | 3150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Chaos Dwarf Shrieker | * | * | * | * | * | * | * | * | * | * |
Chaos Shrieker | * | * | * | * | * | * | * | * | * | * |
Dark Elf Shrieker | * | * | * | * | * | * | * | * | * | * |
Orc Shrieker | * | * | * | * | * | * | * | * | * | * |
Wild Shrieker | * | * | * | * | * | * | * | * | * | * |
SHRIEK
When an alarm goes off it summons new monsters. The alarm goes off as follows:
Wild - The alarm will go off if any creature is adjacent to the shrieker.
Greenskins - The alarm will go off if any non-greenskin or lizardman is adjacent to the shrieker.
Chaos - The alarm will go off if any non-chaos, chaos dwarf, monster (rat ogres etc...) or skaven is adjacent to the shrieker.
Dark Elves - The alarm will go off if any non-elf/dark elf is adjacent to the shrieker.
Note that if you are using my random monster tables, it is kinda preferable for a greenskin shrieker to summon greenskins, a chaos shrieker to summon chaos, and so on.
SPINY
Typical of all chaos creatures, chaos shriekers have developed a mutation. They are covered in minute spines... too small for the human eye to see. This means that when a chaos shrieker is attacked it will (1 in 6) cause damage (Str 5, DD 3).
SPORE SPRAY
Dark elf shriekers have been bred to occasionally spray their sleep-inducing spores at intruders. Each turn roll 1D6. On a 6+ one random warrior falls asleep for 1D3 turns.
SUMMON FANATICS
Fanatics are attracted by the scent given off by a Shrieker (or any mushroom, actually), so orcs intensify the scent. Each turn roll 1D6:
1-4 |
Nothing happens. |
5 |
1D6 Fanatics are attracted. |
6 |
1D6 Shrieker Fanatics are attracted. |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Siren Vulture Phil | 7 | 3/6* | 2 | - | 3 | 2 | 1 | 1 | - | 1 | 50 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Siren Vulture | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
LURE
Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Red Slaadi Phil | 20 | 4* | 4 | 6+ | 3 | 4 | 2 | 1 | - | 1 | 280 |
Blue Slaadi Phil | 30 | 5* | 4 | 5+ | 5 | 4 | 2 | 2 | - | 2 | 510 |
Green Slaadi Phil | 40 | 6* | 5 | 4+ | 6 | 4 | 4 | 3 | - | 2 | 820 |
Grey Slaadi Phil | 50 | 7* | 7 | 3+ | 7 | 5 | 8 | 4 | - | 4 | 3520 |
Death Slaadi Phil | 60 | 8* | 8 | 2+ | 8 | 5(6) | 9 | 5 | 1 | 5 | 5190 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Blue Slaadi | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Death Slaadi | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Green Slaadi | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Grey Slaadi | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Red Slaadi | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Smoke Phil | 15 | 6 | 3 | - | 5 | 5 | 4 | 1 | - | 2 | 350 |
Billow Phil | 35 | 6 | 3 | - | 6 | 7 | 5 | 2 | - | 3 | 870 |
Dreampuff Phil | 40 | 6 | 4 | - | 7 | 7 | 6 | 4 | - | 3 | 2140 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Billow | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Dreampuff | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Smoke | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Spire Wyvern Phil | 22 | 2/12* | 5 | - | 4 | 4 | 4 | 2 | - | 2 | 410 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Spire Wyvern | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
SCREAM n+
While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Spirit Troll Phil | 30 | 7 | 5 | 6+ | 5 | 3(4) | 7 | 4 | 1 | 3 | 2140 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Spirit Troll | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Dune Stalker Phil | 45 | 5 | 6 | 4+ | 5 | 4 | 7 | 3 | - | 4 | 2080 |
Phantom Stalker Phil | 50 | 6 | 6 | 5+ | 6 | 5 | 6 | 4 | - | 4 | 2460 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Dune Stalker | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Phantom Stalker | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
STRANGLE
Once an enemy with this ability has hit, he fixes his hands around the throat of the enemy, and needn't make a roll to hit from then on, until he needs to change target. His current target is pinned.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Stinger Phil | 19 | 6 | 6 | 4+ | 4 | 3 | 3 | 2 | - | 2 | 490 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Stinger | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Stone Troll Roleplay book | 25 | 6 | 3 | 6+ | 5 | 4 | 1 | 3 | - | 2D6 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Stone Troll | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tabaxi Phil | 20 | 5 | 5 | 5+ | 3 | 3 | 4 | 1 | - | 1 | 360 |
Feline Phil | 35 | 5 | 6 | 5+ | 3 | 3(4) | 7 | 2 | 1 | 1 | 2340 |
Beast Phil | 50 | 4 | 7 | 6+ | 6 | 5(7) | 4 | 3 | 2 | 4 | 2400 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Beast | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Feline | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Tabaxi | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tar Dragon Phil | 105 | 4/12*/3** | 7 | - | 8 | 7 | 4 | 4 | - | 4 | 5820 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tar Dragon | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
GLUE
Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack
MUSK
Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.
VOMIT TAR
A tar dragon's equivalent of a breath weapon. Anyone hit by the tar dragon with a natural roll of six To Hit is vomited over, and covered in the dragon's sticky tar-like sick. This does not actually cause any more damage than a usual attack, but it does make the warrior at -1 To Hit and -1 movement until the tar dragon is dead, and he can clean himself up. Any warrior who reaches 0 movement will become a prime target for the tar dragon, and the dragon will attack him before any of the other warriors (except those stuck to his body - see 'Glue').
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tarantia Phil | 24 | 4 | 3 | - | 5 | 6 | 2 | 1 | - | 3 | 760 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tarantia | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Thoqqua Phil | 55 | 6 | 4 | - | 8 | 10 | 2 | 1 | - | 5 | 5230 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Thoqqua | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
FIRE HEALTH
Every point of damage inflicted by fire attacks, including magical ones, heals one wound instead of causing it on creatures with this ability.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tiger Fly Phil | 40 | 6 | 7 | 6+ | 5 | 4 | 1 | 3 | - | 2 | 2490 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tiger Fly | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Tiny Folk Phil | 3 | 6 | 2 | 5+ | 2 | 2 | 4 | 1 | - | 1 | 25 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Tiny Folk | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Toadstool Phil | 20 | 1 | 3 | - | 5 | 3 | 2 | 1 | - | 2 | 240 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Toadstool | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Triklops Phil | 23 | 5 | 3 | - | 5 | 3 | 3 | 3 | - | 2 | 700 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Triklops | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Troll Roleplay book | 30 | 6 | 3 | 6+ | 5 | 4 | 1 | 3 | - | 2D6 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Troll | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
T'ien Lung Phil | 90 | 6/32*/4** | 8 | - | 7 | 7 | 8 | 6 | - | 5 | 5350 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
T'ien Lung | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Urchin Phil | 3 | 4 | 2 | 5+ | 2 | 1 | 3 | 1 | - | 1 | 10 |
Urchin Wizard Phil | 6 | 4 | 2 | 6+ | 2 | 1(2) | 4 | 1 | 1 | 1 | 15 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Urchin | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Urchin Wizard | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
THROW STONES
Some tiny creatures throw stones or pebbles when threatened. They may throw as many stones as they have attacks, and each stone hits one warrior in the same room as the attacker against BS, causing one point of damage with no modifications.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Valraven Phil | 24 | 1/10* | 5 | - | 4 | 4 | 3 | 2 | - | 2 | 380 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Valraven | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Violet Garbug Phil | 25 | 6 | 6 | - | 6 | 6 | 2 | 8 | - | 1 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Violet Garbug | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Vrail Phil | 9 | 6* | 3 | - | 4 | 4 | 5 | 1 | - | 1 | 20 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Vrail | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Warhound Roleplay book | 6 | 5 | 4 | - | 3 | 3 | 6 | 1 | - | 1D6 | 130 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Warhound | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Widowfang Phil | 10 | 5 | 4 | - | 4 | 4 | 3 | 2 | - | 1 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Widowfang | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Pit Worm Phil | 3 | 5 | 2 | - | 2 | 2 | 1 | 2 | - | 1 | 90 |
Barrow Worm Phil | 45 | 4 | 7 | - | 7 | 2 | 1 | 3 | - | 4 | 3760 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Barrow Worm | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Pit Worm | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
LOCKJAW (n+)
Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.
WEAKNESS (Spell Type(s))
Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Wyrmspawn Phil | 19 | 2/8*/2** | 3 | - | 3 | 3 | 6 | 1 | - | 2 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Wyrmspawn | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SPAWN
Once per combat, on the first turn, a wyrmspawn can release a cloud of spawn into the air. All creatures in the same room and below (non-flying warriors and monsters) must roll 1D6 - on a roll of six, they have breathed in the spawn. The GM should record the warriors who have spawn inside them (the warriors should have no idea), and then, three turns after the spawn was breathed in it will start to eat! A warrior or monster with active spawn inside of him loses one wound PERMANENTLY per spawn breathed in every turn until he is healed by a magic spell or potion. A warrior or monster killed by spawn cannot be resurrected by any means. Three turns after a warrior or monster is killed by spawn, one wyrmspawn per spawn breathed in emerges from his body, ready to attack.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Wyvern Roleplay book | 46 | 6 | 5 | - | 5 | 6(9) | 4 | 3 | 3 | 3D6 / 4D6 (5+) | 1800 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Wyvern | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FLAMING DEATH
Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).
ASAATTHI MAGIC
Roll 1D6 to see what kind of magic is cast:
1 | Failure. |
2 | Healing Rain…
All monsters in the same room as the caster (including the caster) recover 1D6 wounds. |
3 | Heal… One monster recovers 1D6 wounds. |
4 | Magic Missile…
One warrior suffers 1D6 wounds, modified as normal. |
5 | Magic Missiles…
All warriors suffers 1D6 wounds, modified as normal. |
6 | Vampirism…
One warrior suffers 1D6 wounds, unmodified, and the caster is healed by the damage caused. |
ASHTAROTH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 | Failure. |
2-3 | Absorb Riches… Pick one warrior. For every 100 gold he has got the caster regains one wound until either the warrior runs out of gold or the caster is on full wounds. All gold used is lost from the warrior's possession. |
4-5 | Summon 1D3 Golden Ghouls… Golden ghouls are identical to normal ghouls, except that everything they touch (hit) turns to gold for one turn. |
6 | Absorb Wealth… Starting with the leader and going down in order of initiative, for every 100 gold held by the warrior in question can be used to heal one wound on any monster, until either all the warriors run out of gold or all the monsters are on full wounds. All gold used is lost from the warriors' possession. |
BAALIM MAGIC
Roll 1D6 to see what kind of magic is cast:
1 | Failure. |
2-3 | Humidity… One warrior passes out and only wakes up at the beginning of the next monsters' phase. Count him as prone while unconscious. |
4-5 | Summon Air Pocket… This creates one air pocket which immediately surrounds a warrior. While in an air pocket the warrior cannot make any action other than healing himself and trying to break free. A warrior in an air pocket cannot be targeted by spells or any other form of attack. At the beginning of each warriors' phase the warrior may attempt to break free. To do this he must roll a 6 on 1D6. For every whole warriors' phase spent inside the air pocket, the warrior loses 1D6 'air tokens'. Each warrior has a number of air tokens equal to his wounds. Once all the air tokens have been lost he loses 1D6 wounds permanently each turn as he slowly suffocates! If he dies in this way then no amount healing will bring him back. |
6 | Swelter… All warriors are at -1 WS and Movement until the next monsters' phase. |
BIRDMAN MAGIC
Roll 1D6 to see what kind of magic is cast:
1 | Boost… All monsters in the same room as the caster gain 1 point of strength for one turn. |
2 | Healing Wind… 1D6 wounds healed on 1D3 monsters in the room of the caster. |
3 | Failure. |
4 | Wingblast…
1D3 points of damage each on 1D3 warriors in the room of the caster. |
5 | Hurricane…
All warriors must roll 1D6. Every warrior that rolls a 1 or 2 must either lose 3D6 wounds resisting the wind, or fall over and lose 1D6 wounds. Normal deductions may be made. Fallen warriors may not attack next turn. |
6 | Vortex… One warrior must lose 4D6 wounds (minus toughness and armour) or be swept up by the vortex and put down 2 rooms behind the furthest away warrior. |
BLUE OOZE MAGIC
Roll 1D6 to see what kind of magic is cast:
1-3 | Failure. |
4 | Freeze!… Make an extra attack against BS hitting at normal damage. Ignores toughness. |
5 | Slip… Choose one foe. He has fallen over and must spend the next turn getting up. Monsters will always attack standing warriors first (if possible). |
6 | Ice… Choose one foe. On a 6+ he has been frozen for 1D3 turns. |
CHAOS MAGIC
At the start of each Monsters' Phase, a Chaos Sorcerer may cast one or more of the following spells. Roll the relevant number of D6 on the following table to determine which spells are cast:
2-4 | Failure. The Sorcerer fails to cast this spell. 5 Battle Lust. The Sorcerer gives an extra (1 x the Dungeon level) Attacksto the Monsters in combat with the Warriors, distributed as evenly as possible. |
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6 | Doombolt. A bolt of black fire bursts from the Sorcerer's palm towardsone of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour. |
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7 | Hand of Dust. The Sorcerer may attack any single adjacent Warrior. Ifthere is more than one eligible target take a Warrior counter to determine who the Sorcerer attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Chaos Sorcerer is not in hand-to-hand combat ignore this result and re-roll on this table. |
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8 | Blade Wind. The Sorcerer summons a storm of slashing blades. Take aWarrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual. |
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9 | Soul Drain. The Sorcerer creates a storm of dark magic. Roll 1D6 foreach Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with any extra Wounds are lost in the warp. A Warrior reduced to zero Wounds by this spell is immediately killed and may not be brought back to life by any means other than those spells and magic items that raise the dead. | ||||||||
10 | Amizipal's Black Horror. A black cloud issues from the Sorcerer'smouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour. |
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11 | Malediction of Nagash. The Sorcerer causes cuts to open up on the body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds, with no modifiers for Toughness or armour, until the Sorcerer is dead. |
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12 | The Transformation of Kadon. The Sorcerer transforms himself intoone of the following monsters. Roll 1D6:
If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll the spell. |
CHEMOS MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Cause Frenzy… |
4 |
Cause Stupidity… |
5 |
Summon 1D3 groggy devils. |
6 |
Cause Animosity… |
DAGON MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Steam… |
4-5 |
Healing Mist… |
6 |
Summon Air Pocket… |
EARTH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Flame Burst… |
2 |
Failure. |
3 |
Nourishment… |
EVOLETAH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Cause Sulk… |
4 |
Cause Hate… |
5 |
Cause Frenzy… |
6 |
Summon Pain Elemental… |
FAERIE MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Sleep Dust… |
3 |
Fireball… |
4 |
Confuse… |
5 |
Heal… |
6 |
Lightning Bolt… |
IMIX MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Fireball… |
4 |
Phoenix Fire… |
5 |
Summon 1D3 fire salamanders. |
6 |
Fireblast… |
MOLOCH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Transplant… |
4-5 |
Summon 1D3 chant devils. |
6 |
Carnage… |
OGREMOCH MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Chasm… |
3-4 |
Stone Cage… |
5 |
Call 1D2 devil worms. |
6 |
Pass Through Rock… |
OLD OOZE MAGIC
Roll 1D6 to see what kind of magic is cast:
1-3 |
Failure. |
4 |
Levitate… |
5 |
Dispel… |
6 |
Heal… |
RED OOZE MAGIC
Roll 1D6 to see what kind of magic is cast:
1-3 |
Failure. |
4 |
Flamer… |
5 |
Smoke… |
6 |
Combust… |
SALAMEN MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Cauterisation… |
3-4 |
Flame Bolt… |
5 |
Heat Beam… |
6 |
Heat Wave… |
SCARAMALLION MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Heal… |
4-5 |
Summon 1D3 awful dins. |
6 |
Dust Cloud… |
TABAXI MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Aggression |
2 |
Groom |
3 |
Scratch |
THAMMUZ MAGIC
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2 |
Summon 1D3 eternal zombies. |
3 |
Pain Bolts… |
URCHIN MAGIC
Roll 1D6 to see what kind of magic is cast:
1-2 |
Failure. |
3 |
Flame… |
4 |
Freeze… |
5 |
Stop… |
6 |
Meteor… |