DESERT OF DESOLATION - SET #14
Distribution (60): 12 | 24 | 24 (4 epics)
Prerelease Date: Oct 26th, 2007 | Release Date: Nov 2nd, 2007
 

01. Angel of Vengeance (74pts)

Rare
Large (Outsider)

02. Animated Statue (10pts)

Common
Medium (Construct)

03. Dwarf Brawler (23pts)

Uncommon
Medium (Humanoid - Dwarf)

04. Dwarf Maulfighter (40pts)

Uncommon
Medium (Humanoid - Dwarf)
LG
Lvl/Save
11
AC
23
Spd
F6
HP
85
Melee +18/+13 (20 magic)
Flight
Blindsight
DR5
Fearless
Bolstering Presence
(allies within line of sight get morale save +4)
Back in Action [] (immediate; 1 attempt to rally a creature automatically succeeds)
Melee Reach 2
Word of Truth
[] (replaces attacks; enemies within 2 squares take 15 sonic damage and are stunned; dc19)
LG
Lvl/Save
5
AC
21
Spd
4
HP
30
Melee +6 (5 magic)
Construct Traits
Fearless
Statue
(can start off the battle map; before rolling initiative for a round, you may place this creature in any square that contains a statue. can occupy statue squares but cannot score victory points while in a statue square.)
LG
Lvl/Save
8
AC
16
Spd
6
HP
55
Melee +11/+11 (10 + bully)
Bully (push an enemy with fewer hp up to 1 square)
Fearless
Stunning Rend
(if this creature hits 1 enemy with 2 melee attacks on the same turn, stun that enemy; dc18)
LG
Lvl/Save
11
AC
21
Spd
4
HP
80
Melee +13/+8 (20 magic)
Resounding Blow (if this creature scores a critical hit, stun that enemy)
Stunning Cleave [] (when this creature's melee attack destroyes an enemy, stun all enemies adjacent to that enemy, use after enemy is destroyed; dc18)

05. Human Cleric of Bahamut (31pts)

Uncommon
Medium (Humanoid - Human)

06. Macetail Behemoth (40pts)

Rare
Large (Animal)

07. Militia Archer (14pts)

Common
Medium (Humanoid - Human)

08. Sphinx (35pts)

Rare
Large (Magical Beast)
LG
Lvl/Save
7
AC
22
Spd
4
HP
60
Melee +11/+6 (10 magic)
Divine Fortune [] (immediate; self; save +4 on 1 save)
Piercing Critical [] (quadruple damage instead of double on a critical hit)
SPELLS
1st - bless [] (your warband; attack +1); 2nd - cure moderate wounds [][] (touch; heal 10hp)
LG
Lvl/Save
10
AC
22
Spd
6
HP
70
Melee +14 (25)
Macetail Sweep [] (replaces attacks; stun, all adjacent enemies; dc18)
LG - Cmd 2
Lvl/Save
4
AC
16
Spd
6
HP
30
Melee +2 (5)
Ranged +6 (10)
CFX: follower get attack +2 against higher level enemies
Coordinated Shot (this creature's ranged attacks ignore cover from its allies)
Willing to Follow (this commander can benefit from the commander effects of other commanders in your warband as though it were a follower)
LG
Lvl/Save
8
AC
21
Spd
F8
HP
50
Melee +11/+11 (10 magic)
Flight
Pounce
Rend +10
(if this creature hits 1 enemy with two melee attacks on the same turn, damage +10 to second attack)
Riddle of the Sphinx
(replaces attacks; range 6; target enemy can take no actions on its turn; DC18; save at the end of each of target creature's turns)

09. Thundertusk Boar (24pts)

Uncommon
Large (Animal)

10. Bruenor Battlehammer (53pts/195pts)

Rare/Epic
Medium (Dwarf)

11. Farmer (3pts)

Common
Medium (Humanoid - Human)

12. Merchant Guard (8pts)

Common
Medium (Humanoid - Human)
LG
Lvl/Save
7
AC
18
Spd
8
HP
50
Melee +12 (15)
Death Strike (when this creature's hps are reduced to 0 or lower, it may make one immediate melee attack)
Dwarf Mount (can have a medium or smaller dwarf creature as a rider)
Rabid Charger (when charging with a rider, the rider and this creature can each make 1 melee attack)
LG/CG - Cmnd 5
Lvl/Save
10
AC
21
Spd
6
HP
100
Melee +15/+10 (15 magic)
CFX - dwarf follower get speed +2.
Unique
Cleave
Dodge Giants +4
(+4 AC against Giants)
Hard to Kill []
(when this creature would be reduced to 0 hp or fewer, it instead has 5 hp remaining on a roll of 5+)
Keen Critical 19
(scores critical hits on melee attack rolls of 19 and 20)
Willing to Follow Drizzt
(this commander can benefit from the Commander Effect of a commander in your warband whose name contains Drizzt as though it were a follower)
LG/CG
Lvl/Save
1
AC
16
Spd
6
HP
5
Melee +1 (5)
-
LG/CG
Lvl/Save
3
AC
19
Spd
4
HP
20
Melee +5 (5)
Bodyguard (if an adjacent creature in your warband would take damage from an attack, this creature can take the damage instead)
Bold
(has fearless while under command)

13. Warhorse (16pts)

Uncommon
Large (Animal)

14. Black Woods Dryad (16pts)

Common
Medium (Fey - Plant)

15. Cliffwalk Archer (36pts)

Uncommon
Medium (Hmnd - Shapechanger - Shifter)

16. Elf Conjurer (32pts/200pts)

Rare/Epic
Medium (Humanoid - Elf)
LG/CG
Lvl/Save
4
AC
17
Spd
8
HP
30
Melee +6/+6 (5)
Human Mount (can have a medium or smaller human creature as a rider)
Charge +10 (when charging with a rider, this creature's rider gets damage +10)
LG/CG
Lvl/Save
4
AC
16
Spd
8
HP
35
Melee +9 (15)
Roots of the Earth (non-flying creatures cannot move out of squares adjacent to this creature)
Immune Pushback
Plant Traits
CG
Lvl/Save
7
AC
17
Spd
8
HP
60
Melee +11 (15 magic)
Ranged +13/+13 (10 magic)
Coordinated Shot (this creature's ranged attacks ignore cover from its allies)
Precise Shot (whenever this creature shoots into melee, the defender doesn't get the AC bonus)
Shot on the Run (replaces turn; this creature can move up to its Speed and make a single ranged attack at any point during its move)
CG
Lvl/Save
7
AC
18
Spd
F6
HP
35
Melee +5 (5 magic)
Flight
Immune Sleep
Perfect Targeting
(this creature's spells can target any enemy or ally within range and line of sight)
SPELLS
1st - kelgore's fire bolt [][] (sight; 20 fire damage; dc13; 5 fire damage instead if caster fails to overcome spell resistance, no save); 3rd - curse of arrow attraction [] (sight; -4AC against ranged attacks); dispel magic [] (sight or any ally in line of sight; remove 1 ongoing spell from target creature); melf's unicorn arrow [][] (sight; 15 damage and push target up to 3 squares)

17. Eternal Blade (54pts)

Uncommon
Medium (Humanoid - Elf)

18. Halfling Enchanter (23pts)

Uncommon
Small (Humanoid - Halfling)

19. Halfling Rogue (13pts)

Uncommon
Small (Humanoid - Halfling)

20. Gelatinous Cube (28pts)

Rare
Large (Ooze)
CG - Cmd 4
Lvl/Save
9
AC
17
Spd
6
HP
75
Melee +11/+6 (15 magic)
CFX: followers get save +4
Immune Sleep
Bounding Assault
[] (replace turn; this creature can move up to twice its Speed, then make a single melee attack at the end of its move)
Eternal Training
[] (choose a creature type; this creature gets attack +2 and damage +10 against enemies with that type for the rest of the skirmish)
Improved Initiative 8
(commander rating counts as 8 for initiative checks)
Moment of Perfect Mind [] (immediate; self; 1 save automatically succeeds)
CG
Lvl/Save
5
AC
17
Spd
6
HP
20
Melee +2 (5)
Mirror Image [][][] (whenever an attack would hit this creature, the attack misses instead on a roll of 11+)
SPELLS
1st - whelm [][][] (sight; 10 damage, living creature only; DC13 negates); 2nd - vertigo [] (sight; creature cannot move on its turn; DC14; save at the end of each of target creature's turns); 3rd - hesitate [][] (sight; on its turn, target creature can only move; DC15, save at the end of each of target creature's turns)
CG
Lvl/Save
5
AC
20
Spd
6
HP
25
Melee +9 (5)
Ranged +12, range 6 (5)
Hide
Melee and Ranged Sneak Attack +10
Tumble
[][] (swift; until the end of its turn, this creature's movement does not provoke attacks of opportunity)
ANY
Lvl/Save
4
AC
4
Spd
3
HP
55
Melee +2 (5 + 5 paralysis)
Wild
Ooze Traits
Engulf
(replaces attacks; destroy all adjacent paralyzed creatures)
Fearless
Immune Electricity
Paralysis 20
Spasm
(replaces attacks; paralysis, all adjacent creatures; DC13)
Wandering Monster

21. Mercenary General (42pts)

Rare
Medium (Humanoid - Human)

22. Vicejaw Crocodile (24pts)

Uncommon
Large (Animal)

23. Capricious Copper Dragon (58pts)

Rare
Large (Dragon)

24. Tiefling Cleric (24pts)

Uncommon
Medium (Humanoid - Outsider)
ANY - CMND 4
Lvl/Save
9
AC
15
Spd
7
HP
85
Melee +13/+8 (15 magic)
CFX: commanders in your warband gain fearless.
Unique
Drillmaster
(lawful creatures in your warband with cost 15 or less get Speed +4; chaotic creatures in your warband with cost 15 or less get save +4)
Entourage (creatures in your warband with the same name as this creature's Minion get attack +4)
Fervor (morale save +4 while another commander is in your warband)
Minion (1 humanoid or monstrous humanoid with cost 12 or less)
Peerless Rider (attack +2 and damage +5 while a rider)
ANY
Lvl/Save
5
AC
16
Spd
4
HP
60
Melee +7 (15 + vicejaw)

Natural Soul (melee attack +2 and melee damage +5 when under command by a commander with beastmaster)
Vicejaw (a large or smaller enemy hit by this creature's melee attack cannot move on that enemy's next turn)

CG/CE
Lvl/Save
9
AC
21
Spd
F9
HP
100
Melee +13/+11/+11 (15)
Flight
Breath Weapon []
(replaces attacks; line 12; 20 acid damage; DC17)
Breath Weapon []
(replaces attacks; cone; slow (can't attack and move on the same turn and can't make more than 1 attack per turn); DC17)
Immune Acid
Hoardkeeper +10
(while this creature occupies one of your victory areas, you score 10 extra victory points for each enemy destroyed)
Multiple Threats (All enemies adjacent to this creaturea are considered to be flanked)
CG/CE
Lvl/Save
6
AC
18
Spd
6
HP
50
Melee +6 (10)
Resist 5 acid, electricity, fire
Undead Slayer +10
(damage +10 to undead enemies)
SPELLS
1st - command [][] (range 6; stun; dc13); 2nd - sound burst [][] (range 6; radius 2; 5 sonic damage and stun; dc14); 3rd - searing light [][] (sight; 10 damage, or 20 damage against undead)

25. Tiefling Rogue (11pts)

Uncommon
Medium (Humanoid - Outsider)

26. Astral Stalker (45pts)

Uncommon
Medium (Outsider)

27. Blood of Vol Fanatic (30pts)

Common
Medium (Humanoid - Human)

28. Guardian Mummy (32pts)

Uncommon
Medium (Undead)
CG/CG
Lvl/Save
5
AC
17
Spd
6
HP
25
Melee +5/+5 (5 magic)
Hide
Melee Sneak Attack +5
Mobility
(+4AC against attacks of opportunity)
Resist 5 cold, electricity, fire
Sidestep
(on its turn, if it moves only 1 square, this creature can make all its attacks and does not draw attacks of opportunity)
LE
Lvl/Save
9
AC
23
Spd
8
HP
75
Melee +13/+13 (10 magic)
Ranged +10 (10 magic + paralytic poison)
Hide
DR5
Hunter's Claws
(melee damage +5 against poisoned enemies)
Melee and Ranged Sneak Attack +10
Paralytic Poison
(speed -2; DC19)
LE
Lvl/Save
6
AC
18
Spd
6
HP
65
Melee +12/+7 (10 magic)
Devotee of Undead (melee damage +5 when a follower of an Undead commander)
Fearless
Rage +5
(while this creatures hps are half its starting total or below, it gets damage +5)
LE
Lvl/Save
6
AC
20
Spd
6
HP
55
Melee +11 (15)
Undead Traits
Aura of Fear 2
DR5
Double Damage from Fire
Fearless
Mummy Rot
[][] (use after hit is determined; target takes 15 damage at the start of its next turn and gets save -2; DC21)

29. Manticore Sniper (29pts)

Rare
Large (Magical Beast)

30. Nightmare (44pts)

Rare
Large (Outsider)

31. Osyluth (56pts/167pts)

Rare/Epic
Large (Outsider - Devil)

32. Rot Scarab Swarm (19pts)

Common
Medium (Vermin - Swarm)
LE
Lvl/Save
6
AC
17
Spd
F8
HP
60
Melee +10 (10)
Ranged +8/+8/+8 (5)

Flight
Guided Sniper
(this creature gains Perfect Targeting, this creature's ranged attacks can target any enemy or ally within range and line of sight, while it has a rider)
Humanoid Mount (can have a medium or smaller humanoid creature as a rider)
Precise Shot
(whenever this creature shoots in to melee, the defender doesn't get the AC bonus)
Spike Volley
[][] (replaces attacks; sight; radius 2; 15 damage; dc18)

LE
Lvl/Save
8
AC
22
Spd
F8
HP
75
Melee +13/+13 (10 magic + 5 fire)

Flight
Blink Out
[][] (swift; on its turn, this creature gains incorporeal)
Humanoid Mount (can have a medium or smaller humanoid creature as a rider)
Concealing Mount (this creature's rider gains smoke)
Smoke (conceal 6, or conceal 11 against non-adjacent enemies)

LE
Lvl/Save
10
AC
22
Spd
8
HP
95
Melee +14/+12 (10 magic / 10 magic + virulent poison)

DR5
Fearsome Presence 2
(eneimes within line of sight get morale save -2)
Immune fire, poison
Melee Reach 2
Spell Resistance
Virulent Poison
(10 damage whenever poisoned creature activates; DC20)

LE
Lvl/Save
2
AC
14
Spd
4
HP
25
Melee +12 (5 + stun)
Vermin Traits
Fearless
Infest
(this creature can enter an enemy creature's space and can end its move in a space occupied by a non-Swarm creature)
Devour (a stunned creature that activates when this creature occupies its space takes 15 damage)
Formless (damage to this creature from melee and ranged attacks is reduced to 5)
Mob 2 (every 2 creatures named Rot Scarab Swarm count as 1 creature for the purpose of warband construction)
Squad Activation
No Reach
(can't make attacks of opportunity)
Stun (DC13)
Swarm (whenever this creature would be eliminated, you may choose to eliminate 1 adjacent ally named Rot Scarab Swarm instead)

33. Sahuagin (13pts)

Uncommon
Medium (Monstrous Humanoid)

34. Sahuagin Baron (42pts)

Rare
Large (Monstrous Humanoid)

35. Shadar-kai Assassin (24pts)

Uncommon
Medium (Humanoid - Fey)

36. Shadow Mastiff (17pts)

Uncommon
Medium (Outsider)
LE
Lvl/Save
5
AC
16
Spd
6
HP
35
Melee +7/+7 (5)
Blood Frenzy [] (if this creature succeeds on a morale save, it gets damage +5 for the rest of the skirmish)
Rend +5 (if this creature hits 1 enemy with two melee attacks on the same turn, damage +5 to second attack)
LE - Cmd 5
Lvl/Save
8
AC
19
Spd
6
HP
75
Melee +13/+13 (15 magic)
CFX: Sahuagin and aquatic followers gain damage +5 against wounded enemies.
Blood Frenzy [] (if this creature succeeds on a morale save, it gets damage +5 for the rest of the skirmish)
Melee Reach 2
Rend +15
(if this creature hits 1 enemy with two melee attacks on the same turn, damage +15 to second attack)
LE
Lvl/Save
7
AC
16
Spd
6
HP
50
Melee +12 (10 magic)
Hide
Melee Reach 2
Melee Sneak Attack +10
Shadow Life
(save +4 against special abilities and spells that affect only living creatures)
LE
Lvl/Save
4
AC
15
Spd
10
HP
30
Melee +7 (10)
Conceal 11
Frightful Baying
(enemies within 6 squares get morale save -2)
Stunning Attack
[] (dc15)

37. Spined Devil (27pts)

Uncommon
Medium (Outsider - Devil)

38. Blade Spider (31pts)

Rare
Large (Large Magical Beast)

39. Boneshard Skeleton (7pts)

Common
Medium (Undead)

40. Cyclops (42pts)

Rare
Large (Giant)
LE
Lvl/Save
6
AC
21
Spd
6
HP
50
Melee +8 (10 + 5 fire)
Ranged +12 (5 + 5 fire + painful spines)
DR5
Immune fire, poison
Painful Spines
(speed -2, living creatures only; DC13)
Stench (adjacent living creatures without stench get attack -2, save -2 and -2AC)
LE/CE
Lvl/Save
8
AC
19
Spd
6
HP
75
Melee +12 (15 + wounding poison)
Blindsight
Deadly Blades
(once per turn, after this creature attacks a flanked target, it can make 1 additional attack against the same target)
Web (replace attacks; range 6; entangle; dc17)
Wounding Poison (5 damage whenever poisoned creature activates, and poisoned creature cannot be healed for the rest of the skirmish; dc17)
LE/CE
Lvl/Save
4
AC
16
Spd
6
HP
20
Melee +6 (5)
Undead Traits
Death Burst 15
(15 damage; dc14)
Fearless
LE/CE
Lvl/Save
8
AC
21
Spd
8
HP
95
Melee +15 (20)
Blindsight
Melee Reach 3
Perfect Charge
(can charge any enemy within range and line of sight instead of nearest)
Powerful Charge +10
(melee damage +10 when charging)

41. Demonweb Swarm (10pts)

Common
Medium (Vermin - Spider - Swarm)

42. Flame Snake (8pts)

Common
Medium (Magical Beast)

43. Naga (31pts)

Rare
Large (Aberration)

44. Bar-Lgura (36pts)

Rare
Large (Outsider - Demon)
LE/CE
Lvl/Save
4
AC
15
Spd
6
HP
10
Melee +5 (5 + poison)

Vermin Traits
Fearless
Immune Entangle
Infest
(this creature can enter an enemy creature's space and can end its move in a space occupied by a non-Swarm creature)
Formless (damage from melee and ranged attacks is reduced to 5)
Mob 3 (every 3 creatures named Demonweb Swarm count as 1 creature for the purpose of warband construction)
Squad Activation (all creatures in your warband named Demonweb Swarm must activate as a single activation)
No Reach
Poison
(5 damage whenever poisoned creature activates; dc12)
Stable Footing (not slowed by difficult terrain)
Swarm (whenever this creature would be eliminated, you may choose to eliminate 1 adjacent ally named Demonweb Swarm instead)
Swarm Attack [][] (replaces attacks; poison, each creature that is adjacent or in a square occupied by this creature)

LE/CE
Lvl/Save
4
AC
14
Spd
8
HP
20
Melee +6 (5 + 5 fire + fiery poison)
Ranged +3, range 6 (0 + 10 fire)
Fiery Poison (5 fire damage whenever poisoned creature activates; dc15)
LE/CE
Lvl/Save
8
AC
17
Spd
6
HP
60
Melee +12 (10 magic + dream poison)
Dream Poison (on its next turn, poisoned creature can activate only on a roll of 6+; dc17)
Oracle's Insight + 3 (+3 to your initiative checks)
Oracle of Victory (score 5 extra victory points at the end of each round in which this creature occupies one of your victory areas)
CE
Lvl/Save
7
AC
17
Spd
8
HP
55
Melee +12/+12 (15)
Abduct [] (replaces attacks; place this creature and 1 adjacent enemy in any victory area)
DR5
Immune electricity, poison
Melee Reach 2
Spell Resistance

45. Drider (26pts)

Rare
Large (Aberration - Drow)

46. Drow Blademaster (22pts)

Common
Medium (Humanoid - Drow - Elf)

47. Drow Spider Priestess (43pts)

Uncommon
Medium (Humanoid - Drow - Elf)

48. Ettercap Webspinner (12pts)

Uncommon
Medium (Aberration - Spider)
CE
Lvl/Save
6
AC
17
Spd
8
HP
55
Melee +8 (15 + poison)
Conceal 6
Poison
(5 damage whenever poisoned creature activates; dc16)
Spell Resistance
Wall Walker
(this creature is considered to have flight as long as it begins its move in a square bordered by a wall)
Web (replaces attacks; range 6; entangle; dc15)
SPELLS
1st - faerie fire [] (range 6; affected creature loses conceal); magic missile [][] (sight; 5 damage, ignore incorporeal); 3rd - lightning bolt [] (line 12; 20 electricity damage; dc15)
CE - Cmd 2
Lvl/Save
5
AC
17
Spd
6
HP
45
Melee +9 (10)
CFX: drow and spider followers get damage +5.
Conceal 6
Immune Sleep
Sleep Poison
[] (sleep, first enemy damage by this creature's melee attack; dc14)
Spell Resistance
Willing to Follow
(this commander can benefit from the Commander Effects of other commanders in your warband as though it were a follower)
CE - Cmd 4
Lvl/Save
8
AC
17
Spd
6
HP
60
Melee +10/+5 (10 magic)
CFX: drow and spider followers get attack +2, and the DCs of their special abilities and spells increase by 2.
Aura of Doom (adjacent enemies get attack -2)
Conceal 6
Immune Sleep
Spell Resistance
SPELLS
2nd - inflict moderate wounds [] (touch; 10 negative damage; dc14); sound burst [] (range 6; radius 2; 5 sonic damage and stun; dc14); 3rd - bestow curse [] (sight; attack -4, save -4; dc15); 4th - unholy blight [] (sight; radius 4; good creatures take 15 damage and gain attack -2; dc16)
CE
Lvl/Save
5
AC
14
Spd
6
HP
25
Melee +6/+6 (10/5 + poison)
Poison (5 damage whenever poisoned creature activates; dc15)
Web (replaces attacks; range 6; entangle; dc13)
Web Walker (attack +2 against entangled enemies)

49. Feral Troll (28pts)

Rare
Large (Giant)

50. Fire Archon (37pts)

Rare
Medium (Elemental)

51. Large Fire Elemental (31pts)

Uncommon
Large (Elemental)

52. Ogre Brute (28pts)

Rare
Large (Giant)
CE
Lvl/Save
6
AC
16
Spd
6
HP
60
Melee +9/+9 (10)
Double Damage from Fire
Humanoid Killer
(on its turn, this creature cannot attack a non-humanoid if a humanoid enemy is within its melee reach)
Feral Surge [] (swift; this creature can move up to its Speed)
Melee Reach 2
Rend +15
(if this creature hits 1 enemy with two melee attacks on the same turn, damage +15 to second attack)
Feral Regeneration [] (immediate; this creature heals 20hps)
CE
Lvl/Save
8
AC
15
Spd
8
HP
70
Melee +14/+9 (15 magic + 5 fire)
Elemental Traits
Deathburst
(15 fire; dc16)
Fireburst [][] (swift; each adjacent creature takes 10 fire damage)
Immune Fire
CE
Lvl/Save
8
AC
18
Spd
10
HP
60
Melee +10/+10 (10 + 5 fire)

Requires Commander
Elemental Traits
Double Damage from Cold
Fire Shield 5
(any creature that hits this creature with a melee attack takes 5 fire damage)
Immune Fire
Melee Reach 2
Mobility
(+4AC against attacks of opportunity)

CE
Lvl/Save
5
AC
14
Spd
6
HP
65
Melee +11 (20 + pushback)

Melee Reach 2
Overwhelming Size
(melee attack +2 and melee damage +5 against medium or smaller enemies)
Pushback
(when this creature's attack deals damage to a medium or smaller creature, it may push that creature 1 square)

53. Rage Drake (65pts)

Rare
Large (Dragon)

54. Ravenous Ghoul (8pts)

Uncommon
Medium (Undead)

55. Shrieking Harpy (21pts)

Uncommon
Medium (Monstrous Humanoid)

56. Snaketongue Cultist (17pts)

Common
Medium (Humanoid - Human)
CE
Lvl/Save
9
AC
20
Spd
10
HP
125
Melee +16/+16 (20)
Immune Paralysis, Sleep
Orc Mount
(can have a medium or smaller orc creature as a rider)
Pounce
Rend +15
(if this creature hits 1 enemy with two melee attacks on the same turn, damage +15 to second attack)
Rage
(when this creature's hps are half its starting total or below, it gets damage +5)
Raging Mount (while this creature's hps are half its starting total or below, its rider gains Rage)
Stunning Attack [] (dc19)
CE
Lvl/Save
3
AC
14
Spd
8
HP
35
Melee +4 (5 + ghoul touch)
Undead Traits
Fearless
Ghoul Touch
(paralysis; dc12)
Ravenous Feast (replaces attacks; 30 damage to 1 adjacent paralyzed creature)
CE
Lvl/Save
7
AC
13
Spd
F6
HP
30
Melee +9 (15)
Flight
Harpy Shriek
[][] (replaces attacks; cone; 15 sonic damage; dc14)
Lure [] (immediate; range 6; if not already adjacent to this creature, target must move to a square adjacent to this creature before taking any other actions; this effect ends if no path to an adjacent square is available on target's turn)
CE - Cmd 2
Lvl/Save
5
AC
14
Spd
6
HP
35
Melee +5 (5)
CFX: monstrous humanoid followers with poison get attack +2, and the DCs of their poison increase by 2.
Willing to Follow (this commander can benefit from the commander effects of other commanders in your warband as though it were a follower)
Poison Touch (replaces attacks; touch; 5 damage, and 5 damage whenever poisoned creature activates; dc15)
SPELLS
1st - magic fang [] (touch; animal or magical beast only; attack +1, ignore DR); snake's swiftness [] (range 6; target creature may make an immediate attack)

57. Umber Hulk Delver (36pts)

Rare
Large (Aberration)

58. Were Wolf Champion (39pts)

Rare
Medium (Humanoid - Shapechanger)

59. Yuan-ti Champion of Zehir (36pts/188pts)

Rare/Epic
Large (Monstrous Humanoid)

60. Yuan-ti Malison (26pts)

Uncommon
Medium (Monstrous Humanoid)
CE
Lvl/Save
8
AC
18
Spd
4
HP
70
Melee +11/+11 (15)
Burrow 4
Blindsight
Gaze Attack
(replaces attacks; range 6; confusion; dc15)
Melee Reach 2
Prey on the Weak-Minded
(attack +4, damage +5 against stunned or confused enemies)
Sapper [][] (when this creature moves into a large or smaller enemy's space, stun that enemy; dc19)
CE
Lvl/Save
7
AC
15
Spd
8
HP
60
Melee +11/+6 (20)
Bloodrage [] (if this creature takes damage, it gets melee attack +4 and melee damage +10 until the end of skirmish)
Cleave
CE
Lvl/Save
9
AC
21
Spd
6
HP
65
Melee +13/+10 (15 magic / 10+10 acid + poison)
Blind-Fight
Entwine
[] (on its turn, if this creature does not move and damages a smaller target with its melee attack, the target creature cannot move or be moved until the end of its next turn; DC17)
Melee Reach 2
Poison
(5 damage whenever poisoned creature activates; DC17)
Spell Resistance
CE
Lvl/Save
8
AC
20
Spd
6
HP
50
Melee +9 (5 + poison)
Ranged +10/+10 (10)
Blind-Fight
Poison
(5 damage whenever poisoned creature activates; dc14)
Spell Resistance
Snake Charmer
(snake and yuan-ti in this creature's warband get attack +2 and save +2)
SPELLS
1st - cause fear [][] (range 6; target creature of level 5 or lower makes a morale save); magic weapon [][] (touch; attack +1, ignore DR)

-- BOX ART & EPIC FIGURES --

 

MOUNT RULES:
Some creatures have the Mount special ability. Such a creature allows another creature in your warband of a specified kind to ride on it, creating a powerful combination.

MOUNTS:
The Mount special ability specifies a type of creature, such as Dwarf, Orc, Human and so on, that can its Rider. Its stat card contain a labeled circular space that matches the base size of the specified rider type. A creature with a rider is referred to as a mount. A mount can have only one rider at a time.

RIDERS:
On its turn, a creature of the appropriate type that is adjacent to a mount can become its rider. This action replaces attacks and ends the rider's turn, and also prevents the rider or mount from activating for the rest of that round. The rider and mount together gain the Mounted type and become a mounted creature, occupying the mount's space. Creatures that already have the Mounted type cannot become riders. You can designate mounted creatures when you set up your warband (mount and rider each count as one creature for warband building). When a creature becomes a rider, place its miniature on the mount's stat card or otherwise indicate that it is on the specific mount.

SPECIAL ABILITIES:
Some mounts grant a special ability to riders or gain a benefit when mounted. Special abilities of the mount that do not refer to a rider cannot be used by the rider. For example, when a mounted Rage Drake uses Pounce, only the mount can make multiple melee attacks.

ACTIVATING A MOUNTED CREATURE:
Mount and rider both activate as one creature. A moutned creature uses the mount's speed. On its turn, a mounted creature can take one of the following actions.

  • Move twice its speed.
  • Move its speed and make one attack (in either order). Only the rider or the mount attacks, not both.
  • Not move any distance and make all its attaks. Both the rider and mount can attack.
  • Charge. Only the rider or the mount makes a single melee attack, not both.

Abilities of the rider or the mount that replace attacks can be used when the mounted creature moves and attacks. Thus, a mounted creature can move and use a single special ability of either the rider or the mount that replaces attacks. One that doesn't move can use one ability each of both the mount and the rider that replaces attacks.

ATTACKING A MOUNTED CREATURE:
An enemy can attack either the mount or the rider. Track damage separately for each. Area attacks, including lines, affect mount and rider individually. If the mount is eliminated, the rider's player immediately places the rider's miniature in one of the squares formerly occupied by the mount.

MORALE SAVES AND ROUTING:
If a routing mounted creature moves off the battle map, both the mount and the rider are eliminated.
Routing Mount: A mount uses the higher of its own and its rider's levels for morale saves. If it fails a morale save, it immediately move at double speed towards its exit, carrying the rider with it. A routing mount can attempt to rally as normal, using the higher of its own and its rider's levels.
Routing Rider: If a rider fails a morale save but the mount does not, the mounted creature can take no action buy does not immediately move towards its exit. On its next turn, the rider may attempt to rally as normal, using its own level. If this check fails, the mounted creature moves double speed towards its exit.
Routing Mount and Rider: If, at the start of the mounted creature's turn, both the mount and the rider are routing, the mounted creature makes only one morale save using the higher of the mount's and rider's levels. If that morale save is successful, both mount and rider are rallied. If it fails, the mounted creature moves as double speed towards its exit.

DISMOUNTING:
At the beginning of a mounted creature's turn, an active rider may dismount. Its player places the rider in a square adjacent to the mount's space. If no legal space exists in which to place the rider, it cannot dismount. A routing rider is not active and therefore cannot dismount. An active rider on a routing mount can choose to dismount before the mounted creature takes its turn. Once dismounted, the rider counts as having activated for that round, and the mount continues its turn.

Desert Of Desolation_Checklist_back.jpg

06. Bruenor Battlehammer (53pts/195pts)

Rare/Epic
Medium (Dwarf)

16. Elf Conjurer (32pts/200pts)

Rare/Epic
Medium (Humanoid - Elf)

31. Osyluth (56pts/167pts)

Rare/Epic
Large (Outsider - Devil)

59. Yuan-ti Champion of Zehir (36pts/188pts)

Rare/Epic
Large (Monstrous Humanoid)
LG/CG - Cmnd 5
Lvl/Save
13
AC
23
Spd
6
HP
165
Melee +19/+14 (20 magic)
CFX - dwarf follower get speed +2.
Unique
Cleave
Dodge Giants +4
(+4 AC against Giants)
Hard to Kill []
(when this creature would be reduced to 0 hp or fewer, it instead has 5 hp remaining on a roll of 5+)
Keen Critical 17
(scores critical hits on melee attack rolls of 17, 18, 19 and 20)
Willing to Follow Drizzt
(this commander can benefit from the Commander Effect of a commander in your warband whose name contains Drizzt as though it were a follower)
CG
Lvl/Save
11
AC
22
Spd
F8
HP
95
Melee +14 (15 magic + force blade)

Flight
Immune Sleep
Perfect Targeting
(this creature's spells can target any enemy of ally within range and line of sight)
Spell Penetration (roll twice to overcome spell resistance)
Force Blade (this creature's melee attacks ignore incorporeal)
Greater Dimension Door (replaces move; on its turn place this creature in any space up to 10 squares away)

SPELLS
3rd - dispel magic [unlimited] (sight or any ally in line of sight; remove 1 ongoing spell from target creature); melf's unicorn arrow [unlimited] (sight; 15 damage and push target up to 3 squares); 6th - empowered orb of force [][] (range 6; 40 damage; dc21; ignore incorporeal and spell resistance); 7th - stun ray [] (range 6; stun target creature)
LE
Lvl/Save
11
AC
25
Spd
8
HP
110
Melee +16/+14 (20 magic / 10 magic + virulent poison)

Aura of Unlife (whenever a living creature is destroyed within 6 squares, this creature gains 30hps)
DR10
Fearsome Presence 2
(eneimes within line of sight get morale save -2)
Melee Reach 2
Spell Resistance
Teleportation 6
[unlimited] (Switf: Place this creature in any space up to 6 squares away that it can see at least part of)
Virulent Poison
(10 damage whenever poisoned creature activates; DC20)

CE
Lvl/Save
10
AC
23
Spd
8
HP
145
Melee +8/+18/+16 (20 magic / 20 magic / 20 acid + dread poison)
Blind-Fight
Entwine
(on its turn, if this creature does not move and damages a smaller target with its melee attack, the target creature cannot move or be moved until the end of its next turn; DC17)
Melee Reach 2
Dread Poison
(20 damage whenever poisoned creature activates; DC20)
Spell Resistance