Warhammer Quest

Good Monsters 

by Ted

 

Empire

  MV WS BS S Dmg T W I A Gold Special
Empire Swordsmen 4 3 4+ 3 D6 3 3 3 1 30  
Empire Archers 4 3 4+ 3 D6 3 3 3 1 30 Armed with bows (Str 3 missile)
Empire Spearmen 4 3 4+ 3 D6 3 3 3 1 30 Armed with spears (Str 3, fight in ranks)
Empire Halberdiers 4 3 4+ 3 D6 3 3 3 1 40 Armed with halberds (Str 4)
Empire Greatswordsmen 4 3 4+ 3 D6 3 3 3 1 50 Armed with greatswords (Str 5)
Empire Crossbows 4 3 4+ 3 D6 3 3 3 1 40 Armed with crossbows (Str 4 missile)
Empire Handgunners 4 3 4+ 3 D6 3 3 3 1 75 Armed with handgun (Str 6 missile)
Reiksguard Knights 4 4 4+ 3 D6 3(6) 6 4 1 110  
Halfling Archers 4 2 3+ 2 D6 2 3 4 1 25 Armed with bows (Str 3 missile), Ambush A
Empire Flagellants 4 3 4+ 3 D6 3 6 3 2 50 Armed with flails (Str 5, -1 to hit)
Empire Champion 4 4 3+ 4 2D6 3(5) 15 4 2 400 Magic Weapon
Empire Hero 4 5 2+ 4 2D6 4(7) 28 5 3 800 Magic Weapon, Magic Armor, Armed with pistol (Str 6 Throw)
Empire Lord 4 6 1+ 4 3D6 4(8) 36 6 4 1200 Magic Weapon, Magic Armor, Magic Item, Armed with pistol (Str 6 Throw)
Witch Hunter 4 4 3+ 3 2D6 3(4) 18 4 2 500 Magic Dispel 5+, Resist Magic4+, Magic Item, Armed with pistol (Str 6 Throw)
Witch Hunter Hero 4 5 2+ 4 2D6 4(5) 30 5 3 1000 Magic Dispel 4+, Resist Magic4+, Magic Item, Magic Weapon, Armed with pistol (Str 6 Throw)
Witch Hunter Lord 4 6 1+ 4 3D6 4(5) 38 6 4 1500 Magic Dispel 4+, Resist Magic 3+, Magic Item x2, Magic Weapon, Armed with pistol (Str 6 Throw)
Empire Wizard 4 3 4+ 3 D6 4 12 4 1 450 Battle Magic 1, Magic Dispel 6+, Magic Item
Empire Wizard Champion 4 3 4+ 4 D6 4(5) 20 4 1 900 Battle Magic 2, Magic Dispel 5+, Magic Item, Magic Weapon
Empire Master Wizard 4 3 4+ 4 2D6 4(6) 30 5 2 1800 Battle Magic 3, Magic Dispel 4+, Magic Item x2, Magic Weapon
Empire Wizard Lord 4 3 4+ 4 2D6 4(7) 41 6 3 2500 Battle Magic 4, Magic Dispel 4+, Drain Magic 5+, Magic Item x3, Magic Weapon

 

DOGS OF WAR

  MV WS BS S Dmg T W I A Gold Special
Tilean Fencers        4 3 4+ 3 D6 3 3 3 2 55 Parry 5+, Ambush 5+

HIGH ELVES

  MV WS BS S Dmg T W I A Gold Special
High Elf Spearmen 5 4 3+ 3 D6 3(4) 6 6 1 100 Dodge 6+, Armed with spears (Str 3, fight in ranks)
High Elf Archers 5 4 3+ 3 D6 3 6 6 1 100 Dodge 6+, Armed with longbows (Str 4 missile)
High Elf Sea Guard 5 4 3+ 3 D6 3(4) 6 6 1 110 Dodge 6+, Armed with spears (Str 3, fight in ranks) and longbows (Str 4 missile)
High Elf Phoenix Guards 5 5 3+ 3 D6 3(5) 6 6 1 150 Dodge 6+, Armed with halberds (Str 4)
High Elf Swordmasters 5 5 3+ 3 2D6 3(5) 6 6 1 175 Dodge 6+, Armed with two-handed swords (Str 6)
High Elf White Lions 5 5 3+ 3 2D6 3(5) 6 6 1 175 Dodge 6+, Armed with battle axes (Str 5), Ambush 4+
High Elf Shadow Warriors 5 4 3+ 3 D6 3(4) 6 6 1 120 Dodge 6+, Ambush 5+ (Magic)
High Elf Maiden Guards 5 4 3+ 3 D6 3(4) 8 6 1 100 Dodge 6+, Armed with spears (Str 3, fight in ranks)
High Elf Champion 5 5 2+ 4 2D6 3(5) 14 7 2 450 Dodge 6+, Magic Weapon
High Elf Hero 5 6 1+ 4 2D6 4(8) 25 8 3 900 Dodge 5+, Resist Magic 5+, Magic Armor, Magic Weapon
High Elf Lord 5 7 A 4 3D6 4(8) 34 9 4 1400 Dodge 4+, Resist Magic 5+, Magic Armor, Magic Weapon, Magic Item
High Elf Mage 5 4 3+ 3 D6 4 12 7 1 590 High Magic 1, Magic Dispel 6+, Magic Item
High Elf Mage Champion 5 4 3+ 4 D6 4(5) 20 7 1 1210 High Magic 2, Magic Dispel 5+, Magic Item, Magic Weapon
High Elf Master Mage 5 4 3+ 4 2D6 4(6) 30 8 2 2190 High Magic 3, Magic Dispel 4+, Magic Item x2, Magic Weapon
High Elf Mage Lord 5 4 3+ 4 3D6 4(7) 41 9 3 3280 High Magic 4, Magic Dispel 4+, Drain Magic 5+, Magic Item x3, Magic Weapon

WOOD ELVES

  MV WS BS S Dmg T W I A Gold Special
Wood Elf Spearmen 5 4 3+ 3 D6 3 4 6 1 90 Dodge 6+, Never Pinned, Armed with spears (Str 3, fight in ranks)
Wood Elf Archers 5 4 3+ 3 D6 3 4 6 1 90 Dodge 6+, Never Pinned, Armed with longbows (Str 4 missile, ignore 1 point of armor)
Wood Elf Scouts 5 5 2+ 3 D6 3 4 7 1 125 Dodge 6+, Never Pinned, Armed with longbows (Str 4 missile, ignore 1 point of armor), Ambush 4+ (Magic)
Wood Elf Waywatchers 5 5 2+ 3 D6 3 8 7 1 175 Dodge 6+, Never Pinned, Armed with longbows (Str 4 missile, ignore 1 point of armor), Ambush A (Magic), Lay Traps (draw another event: if it is a trap, it takes effect; otherwise shuffle it back into the deck)
Wood Elf Wardancers 5 5 3+ 3 D6 3 8 7 2 160 Dodge 5+, Never Pinned, Magic Tattoos (Resist Magic 4+)
Wood Elf Champion 5 5 2+ 4 2D6 3(4) 14 7 2 450 Dodge 5+, Magic Weapon
Wood Elf Hero 5 6 1+ 4 2D6 4(6) 25 8 3 850 Dodge 4+, Resist Magic 5+, Magic Armor, Magic Weapon
Wood Elf Lord 5 7 A 4 3D6 4(6) 34 9 4 1250 Dodge 4+, Resist Magic 5+, Magic Armor, Magic Weapon, Magic Item
Dryads 5 4 4+ 4 2D6
(3D6)
4 10 4 2 500 Ignore Blow 6+, Fear 5, 3D6 damage on 'to hit' roll of 6
Treeman 6 8 4+ 6 3D6
(4D6)
7 55 6 4 3000 Ignore Blow 5+, Fear 9, Large Monster, Flammable (takes double damage from fire-based spells or weapons), 4D6 damage on 'to hit' roll of 5+
Wood Elf Mage 5 4 3+ 3 D6 4 12 7 1 590 Battle Magic 1, Magic Dispel 6+, Magic Item
Wood Elf Mage Champion 5 4 3+ 4 D6 4 20 7 1 1150 Battle Magic 2, Magic Dispel 5+, Magic Item, Magic Weapon
Wood Elf Master Mage 5 4 3+ 4 2D6 4(5) 30 8 2 2000 Battle Magic 3, Magic Dispel 4+, Magic Item x2, Magic Weapon
Wood Elf Mage Lord 5 4 3+ 4 3D6 4(6) 41 9 3 3000 High Magic 1, Battle Magic 3, Magic Dispel 4+, Drain Magic 5+, Magic Item x3, Magic Weapon

BRETONNIA

  MV WS BS S Dmg T W I A Gold Special
Bretonnian Spearmen 4 3 4+ 3 D6 3 3 3 1 30 Armed with spears (Str 3, fight in ranks)
Bretonnian Halberdiers 4 3 4+ 3 D6 3 3 3 1 40 Armed with halberds (Str 4)
Bretonnian Archers 4 3 4+ 3 D6 3 3 3 1 35 Armed with longbows (Str 4 missile)
Bretonnian Squires 4 3 4+ 3 D6 3 3 3 1 45 Ambush 5+; Armed with Longbows (Str 4 missile)
Bretonnian Champion 4 4 3+ 4 2D6 3(5) 15 4 2 400 Armed with Longbow (Str 4 missile), Magic Weapon
Knights Errant 4 3 5+ 3 D6 3(5) 7 3 1 90 Armed with broadswords (Str 5)
Knights of the Realm 4 4 4+ 4 D6 3(6) 9 4 1 125 Armed with broadswords (Str 6)
Questing Knights 4 4 4+ 4 2D6 3(6) 12 4 1 500 Armed with broadswords (Str 6)
Grail Knights 4 5 4+ 4 2D6 3(7) 15 5 1 600 Armed with broadswords (Str 6)
Knight Champion 4 4 4+ 4 2D6 3(6) 15 4 2 650 Armed with broadsword (Str 6), Knightly Virtue, Magic Weapon
Knight Hero 4 5 3+ 4 2D6 4(8) 30 5 3 1000 Armed with broadsword (Str 6), Knightly Virtue, Magic Weapon, Magic Armor
Knight Lord 4 6 2+ 4 3D6 4(9) 36 6 4 2000 Armed with broadsword (Str 6), Knightly Virtue, Magic Weapon, Magic Armor
Bretonnian Sorceress 4 3 4+ 3 D6 4 12 4 1 450 Battle Magic 1, Magic Dispel 6+, Magic Item
Bretonnian Sorceress Champion 4 3 4+ 4 D6 4(5) 20 4 1 900 Battle Magic 2, Magic Dispel 5+, Magic Item, Magic Weapon
Bretonnian Master Sorceress 4 3 4+ 4 2D6 4(6) 30 5 2 1800 Battle Magic 3, Magic Dispel 4+, Magic Item x2, Magic Weapon
Bretonnian Sorceress Supreme 4 3 4+ 4 2D6 4(7) 41 6 3 2500 Battle Magic 4, Magic Dispel 4+, Drain Magic 5+, Magic Item x3, Magic Weapon

DWARVES

  MV WS BS S Dmg T W I A Gold Special
Dwarf Clan Warriors 3 4 4+ 3 D6 4(6) 8 2 1 100
Dwarf Hammerers 3 4 4+ 3 2D6 (3D6) 4(5) 8 2 1 120 Armed with two-handed hammers (Str 5, extra D6 damage on 'to hit' roll of 6)
Dwarf Great Axes 3 4 4+ 3 2D6 4(5) 8 2 1 100 Armed with battle axes (Str 5)
Dwarf Thunderers 3 4 4+ 3 D6 4(5) 8 2 1 120 Armed with handguns (Str 6 missile)
Dwarf Crossbows 3 4 4+ 3 D6 4(5) 8 2 1 110 Armed with crossbows (Str 4 missile)
Dwarf Slayers 3 4 4+ 3 D6 4 8 2 1 150 Frenzy 4+, Ignore Pain 2
Dwarf Champion 3 5 3+ 4 2D6 4(6) 16 3 2 500 Weapon Rune, Armor Rune, Armed with Throwing Axe (Strength 4 Throw)
Dwarf Hero 3 6 2+ 4 2D6 5(8) 33 4 3 1000 Weapon Rune x2, Armor Rune, Armed with Throwing Axe (Strength 4 Throw)
Dwarf Lord 3 7 1+ 4 3D6 5(9) 40 5 4 2250 Weapon Rune x2, Armor Rune x2, Armed with Throwing Axe (Strength 4 Throw)
Dwarf Slayer Champion 3 5 3+ 4 2D6 4 16 3 2 600 Frenzy 3+, Ignore Pain 3, Weapon Rune
Dwarf Slayer Hero 3 6 2+ 4 2D6 5 33 4 3 1200 Frenzy 2+, Ignore Blow 6+, Ignore Pain 4, Weapon Rune x2
Dwarf Slayer Lord 3 7 1+ 4 3D6 5 40 5 4 2400 Frenzy 2+, Ignore Blow 5+, Ignore Pain 5, Weapon Rune x2
Dwarf Runesmith 3 5 4+ 3 D6 5(6) 16 2 1 300 Magic Dispel 6+, Weapon Rune, Armor Rune, Talismanic Rune
Dwarf Runesmith Champion 3 6 3+ 3 2D6 5(7) 24 3 2 600 Magic Dispel 6+, Weapon Rune x2, Armor Rune, Talismanic Rune x2
Dwarf Master Runesmith 3 7 2+ 4 2D6 5(7) 33 4 3 1200 Magic Dispel 5+, Weapon Rune x2, Armor Rune x2, Talismanic Rune x3
Dwarf Runesmith Lord 3 8 1+ 4 3D6 5(8) 40 5 4 2400 Magic Dispel 5+, Weapon Rune x3, Armor Rune x2, Talismanic Rune x4

 

LIZARDMEN

  MV WS BS S Dmg T W I A Gold Special
Giant Lizard 5 2 -- 3 D6 2 1 2 1 15
Serpent 4 2 -- 2 D6 2 1 2 1 25 Poisonous Bite (ignore the target's Toughness when determining damage)
Skink Archers 6 2 4+ 3 D6 2(3) 3 4 1 55 Scaly Skin (Ignore Pain 1), Ambush 4+, Armed with shortbow & poison arrows (Str 1 missile, ignore target's toughness when determing shortbow damage)
Skink Javlineers 6 2 4+ 3 D6 2(3) 3 4 1 55 Scaly Skin (Ignore Pain 1), Ambush 4+, Armed with poisoned javelins (Str 3 Throw, ignore target's toughness when determing damage)
Skink Champion 6 3 3+ 4 D6 2(3) 10 4 1 300 Scaly Skin (Ignore Pain 1), Ambush 4+, Armed with [1-3] shortbow & poison arrows (Str 1 missile, ignore target's toughness when determing shortbow damage) or [4-6] poisoned javelins (Str 3 Throw, ignore target's toughness when determing damage), Magic Weapon, Magic Item
Skink Hero 6 4 2+ 4 D6 3(5) 18 4 1 600 Scaly Skin (Ignore Pain 1), Armor 1, Ambush 4+, Armed with [1-3] shortbow & poison arrows (Str 1 missile, ignore target's toughness when determing shortbow damage) or [4-6] poisoned javelins (Str 3 Throw, ignore target's toughness when determing damage), Magic Armor, Magic Weapon, Magic Item
Saurus Warriors 4 3 -- 4 D6 4(6) 9 2 2 90 Scaly Skin (Ignore Pain 2)
Saurus Spearmen 4 3 -- 4 D6 4(6) 9 2 2 90 Scaly Skin (Ignore Pain 2), Armed with spears (Str 4, fight in ranks)
Saurus Temple Guards 4 4 -- 4 2D6 4(7) 12 2 2 250 Scaly Skin (Ignore Pain 2), Helmet (Armor 1), Armed with halberds (Str 5), Guards Slann Mage (if applicable)
Saurus Champion 4 4 -- 5 2D6 4(7) 15 3 3 500 Scaly Skin (Ignore Pain 2), Armor 1, Magic Weapon
Saurus Hero 4 5 -- 5 3D6 5(8) 30 4 4 1500 Scaly Skin (Ignore Pain 2), Armor 1, Magic Weapon, Magic Armor
Salamander 6 3 4+ 4 2D6 4(6) 20 2 1 700 Scaly Skin (Ignore Pain 2), Vomit, Spit Acid (roll to hit as a missile, same effects as Vomit if it hits, only used if accompanied by Skink prodders)
Skink Prodders 6 2 4+ 3 D6 2(3) 3 4 1 45 Scaly Skin (Ignore Pain 1), Armed with spears (Str 3, fight in ranks), Guards Salamander
Kroxigor 6 3 -- 5 2D6 4 18 1 2 280 Scaly Skin (Ignore Pain 2), Armed with battle axe (Str 7), Stupid
Chameleon Skink 6 4 2+ 4 2D6 3 12 6 2 300 Ambush A (Magic), Scaly Skin (Ignore Pain 1), Armed with Blowgun & Poison Darts (Str 1 missile, ignores target's armor and Toughness when determining missile damage)
Skink Shaman 6 2 4+ 3 D6 2 10 4 1 300 Battle Magic 1, Magic Dispel 6+, Magic Item x2, Scaly Skin (Ignore Pain 1)
Slann Mage Priest 0 2 -- 4 -- 4 24 4 0 800 Shield of the Old Ones (Ignore Blow 4+), Slann Magic 1, Magic Dispel 5+, Magic Item; Relentless Guards: the Slann Mage is always protected by 4 Saurus Temple Guards who never leave his side (must remain adjacent) and are invigorated by his magic (the Guards cannot be killed, even if reduced to 0 wounds, as long as the Slann Mage is alive)
Slann Mage Champion      0 2 -- 6 -- 5 48 0 3000 Shield of the Old Ones (Ignore Blow 4+), Slann Magic 2, Magic Dispel 5+, Magic Item x2, Magic Weapon (the power of the weapon flows from the Slann to his guards, who all benefit from its effects); Relentless Guards: the Slann Mage is always protected by 4 Saurus Temple Guards who never leave his side (must remain adjacent) and are invigorated by his magic (the Guards cannot be killed, even if reduced to 0 wounds, as long as the Slann Mage is alive), the Slann Champion's guards also gain +1 WS and +1 Strength as long as the Slann is alive
Slann Mage Master 0 2 -- 7 -- 6 60 0 5000 Shield of the Old Ones (Ignore Blow 4+), Slann Magic 3, Magic Dispel 4+, Magic Itemx3, Magic Weapon (the power of the weapon flows from the Slann to his guards, who all benefit from its effects); Relentless Guards: the Slann Mage is always protected by 4 Saurus Temple Guards who never leave his side (must remain adjacent) and are invigorated by his magic (the Guards cannot be killed, even if reduced to 0 wounds, as long as the Slann Mage is alive), the Slann Master's guards also gain +2 WS, +1 Strength, and +D6 damage as long as the Slann is alive
Slann Mage Lord 0 2 -- 8 -- 7 72 0 8000 Shield of the Old Ones (Ignore Blow 4+), Slann Magic 4, Magic Drain 6+, Magic Dispel 4+, Magic Item x4, Magic Weapon (the power of the weapon flows from the Slann to his guards, who all benefit from its effects); Relentless Guards: the Slann Mage is always protected by 4 Saurus Temple Guards who never leave his side (must remain adjacent) and are invigorated by his magic (the Guards cannot be killed, even if reduced to 0 wounds, as long as the Slann Mage is alive), the Slann Lord's guards also gain +3 WS, +2 Strength, and +D6 damage as long as the Slann is alive
Slann Mummy 0 2 -- 8 -- 8 84 0 8000 Shield of the Old Ones (Ignore Blow 3+), Magic Dispel 4+, Resist Magic 3+, Regenerate 1, Magic Item x4, Magic Weapon (the power of the weapon flows from the mummy to its guards, who all benefit from its effects); Relentless Guards: the Slann Mummy is always protected by 4 Saurus Temple Guards who never leave its side (must remain adjacent) and are invigorated by its magic (the Guards cannot be killed, even if reduced to 0 wounds, as long as the Slann Mummy is 'alive'), the mummy's Guards also gain +3 WS, +2 Strength, + 1 Attack and +D6 Damage as long as the mummy is 'alive'

 

Special Rules

Armor Runes

Mmultiple runes which 'add' bonuses are cumulative

1 Rune of Stone
Adds +2 to the monster's Armor
2 Rune of Iron
Monster gains Ignore Blow 5+
3 Rune of Protection
Monster gains Resist Magic 4+
4 Rune of Fortitude
Monster Regenerates D6 wounds per turn
5 Rune of Deception
Warriors attacking the monster in close combat suffer penalties of -1 to hit and -1 Attacks
6 Rune of Adamant
Monster has Toughness 10 (cannot be increased further, although armor still applies).

 

Battle Magic Spells

1 Destruction
All warriors sustain D6 + (Dungeon Level) wounds with no modifiers for armor.
2 Fireball
A single Warrior takes D6 damage per Dungeon Level of the caster.
3 Protection
All monsters on the same board gain 'Ignore Blow 4+' until the next Monster Phase.
4 Bless
All monsters attack at +1 to hit this Monster Phase.
5 Curse
All Warriors attack at -1 to hit next Warrior Phase.
6 Net
One Warrior (determine randomly) is bound in a magical net until he rolls 9+ on D6+Strength to escape at the start of a turn.  While bound, the character may do nothing.

 

High Magic Spells

1 Coruscation of Finreir
Magical flames engulf all of the the warriors for (D6 + Dungeon Level) wounds with no modifiers for Toughness or armor.
2 Hand of Glory
All monsters on the board may re-roll misses this turn.
3 Light of Ulthuan
All Warriors' attacks hit only on a roll of 6 next Warrior Phase.
4 Spear of Light
A single Warrior (determine randomly) is hit for D6 wounds per Dungeon Level of the spell caster.
5 Tempest
Warriors cannot fire missile weapons next Warrior Phase.  Non-magical missile weapons are destroyed on a D6 roll of 4+.  Magical missile weapons are destroyed on a 6.
6 Sword of Aenarion
An adjacent Warrior takes D6 wounds per Dungeon Level with no modifiers for Toughness or armor.

 

Knightly Virtues

1 Virtue of Knightly Temper
For each of the Knight's original attacks which hits, he/she gains an extra attack
2 Virtue of Devotion
Knight gains Magic Dispel 4+
3 Virtue of Purity
Knight gains Resist Magic A
4 Virtue of Knightly Ardor
The Knight's reckless charge into battle gives him Ambush 4+
5 Virtue of Noble Disdain
Knight gains Ignore Blow 4+ against missile attacks only
6 Virtue of Valor
The Knight may re-roll misses in melee combat

 

Magic Armor

1 Armor of Protection
The monster gains Ignore Blow 5+
2 Charmed Shield
Adds +2 armor
3 Armor of Brilliance
Warriors are at -1 'To Hit' the wearer
4 Armor of Endurance
Monster regenerates D6 wounds per turn
5 Shield of Deflection
Missiles only hit the wearer on a natural roll of 6 'To Hit'
6 Enchanted Shield
Monster gains Resist Magic 4+

 

Magic Items

1 Amber Amulet
Monster Regenerates D6 wounds per turn
2 Ring of Warding
Warriors attacking the monster lose one Attack
3 Skull Staff
Adds +3 to the Casting Level of all Wizard spells, other spell casting attempts for Warriors are at -2 to succeed.
4 Doomfire Ring
fires each monster phase, using BS to hit (even if pinned); does 2D6 + (2 x Dungeon Level) wounds.
5 Amulet of Fire
Monster gains Magic Dispel 4+ (or +1 to a better Magic Dispel that it already has)
6 Ring of Resistance
Monster gains Resist Magic 6+ (or +1 bonus to Resist Magic if it already has that ability).

 

Magic Weapons

1 Blade of Might
+D6 additional damage in melee
2 Blade of Slicing
Ignores 3 points of armor
3 Parrying Blade
Monster gains Parry 5+
4 Blessed Sword
+1 on 'To Hit' rolls in melee
5 Blade of Striking
Each hit scored in melee becomes 2 hits
6 Blade of Swiftness
+2 Attacks in melee

 

Slann Magic Spells

1 Coruscation of Finreir
Magical flames engulf all of the the warriors for (D6 + Dungeon Level) with wounds with no modifiers for Toughness or armor.
2 Hand of Glory
All monsters on the board may re-roll misses this turn.
3 Call of Sotek
Summons 2D6 Serpents with 'Ambush A'.  Place the serpents immediately.
4 Spear of Light
A single Warrior (determine randomly) is hit for D6 wounds per Dungeon Level of the spell caster.
5 Tempest
Warriors cannot fire missile weapons next Warrior Phase.  Non-magical missile weapons are destroyed on a D6 roll of 4+.  Magical missile weapons are destroyed on a 6.
6 Guidance of the Old Ones
All monsters gain bonuses of +1 to hit and +D6 damage for the rest of the turn.

 

Slann Magic Items

1 Plaque of Dominion
All monsters from the Lizardman list placed at the same time as the bearer gain 'Ambush A (Magic)'.
2 Amber Amulet
Monster Regenerates D6 wounds per turn
3 Ring of Warding
The monster gains Ignore Blow 5+
4 Skull Staff
Adds +3 to the Casting Level of all Wizard spells, other spell casting attempts for Warriors are at -2 to succeed.
5 Amulet of Xapati:
....
6 Rod of Power
The Slann can cast one additional spell per turn

 

Talismanic Runes

Multiple runes which 'add' bonuses are cumulative

1       Rune of Spell-Breaking
Adds +1 the the monster's Magic Dispel rolls
2 Rune of Life
On a D6 roll of 5+, all monsters on the same board section Regenerate D6 wounds; roll only once per turn at the end of the Monster Phase
3 Rune of Valaya
Monster gains Drain Magic 5+
4 Rune of Fire
Affects D6-1 Warriors on the same board section as the owner, causing D6+(Dungeon Level) wounds with no modifiers; works only once per turn
5 Rune of Time
On a D6 roll of 6, the Monster phase repeats; roll only once per turn at the end of the Monster Phase
6 Rune of Destruction
On a D6 roll of 6, a magic item belonging to an adjacent Warrior (choose randomly) is destroyed; roll only once per turn at the end of the Monster Phase

 

Weapon Runes (multiple runes which 'add' bonuses are cumulative)

1          Rune of Smiting
Adds +D6 to the damage the monster causes in combat
2 Rune of Might
Adds +2 to the monster's Strength
3 Rune of Flying
Monster gains Throw for normal damage (including bonuses from other runes)
4 Rune of Breaking
Monster ignores 3 points of Armor when determining damage
5 Rune of Swiftness
Monster gains Ambush A
6 Rune of Fury
Adds +1 to the monster's Attacks