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D&D Miniatures: Glossary of Spells and Abilities

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities

Spells: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Spells

All Warband Building Options

Commander Effects:
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  · Chaotic Evil commanders


All Abilities
[Y] Bane Melee attack +2, melee damage +10 against [Y] enemies.
[Y] Bolstered Attack +2 and melee damage +5 when an allied [Y] is adjacent.
[Y] Foe Damage +[X] against [Y] enemies.
[Y] Healing [X] This creature heals [X] hp each time it is subjected to [Y] damage
[Y] Killer On its turn, this creature cannot attack a non-[Y] if a [Y] enemy is within its Melee Reach.
[Y] Mount Can have a Medium or smaller [Y] creature as a rider.
[Y] Setup Creatures with the [Y] Setup ability can opt to set up in any victory area that has the keyword [Y] appearing in brackets beside it.
[Y] Slayer Melee damage +[X] against [Y] enemies.
[Y] Spell Affinity This creature heals 5 hp each time it casts a spell that deals [Y] damage
A New Thrall If this creature is destroyed by a melee attack from a living enemy, that enemy immediately joins your warband and gains the Devour the Soul and A New Thrall abilities; DC [DC]
Abduct Replaces attacks; Place this creature and one adjacent enemy in any victory area.
Abyssal Blast [X] Replaces attacks; sight; radius 4; [X] fire damage; DC [DC]
Acid Wand Replaces attacks; sight; 10 acid damage.
Acidic Spittle replaces attacks; touch; 35 acid damage; DC [DC]
Acrobatic Charge Can charge through allies and terrain that slows movement.
Adamantine Laced [X] Melee and ranged attacks deal [X] less damage to this creature.
Aggression +[X] On its turn, this creature gets damage +[X] whenever it is the first to activate in in a round.
Agile This creatures movement never provokes attacks of opportunity.
Almighty Not affected by allies' spells.
Amazing Beauty A Humanoid that makes a melee attack against this creature must save or that attack automatically misses; DC [DC]
Antimagic Eye All creatures within line of sight must roll 11+ when casting a spell or lose the spell.
Anvil of Thunder Stun enemy hit by both this creature's melee attacks in the same turn; DC [DC].
Archer's Eye This creature can make an immediate ranged attack against an enemy that successfully saves against its gaze attack.
Arrogant Commander ratings don't add to this creature's morale saves.
Arrow Catching Shield Enemy ranged attacks against adjacent creatures target this creature instead.
Astral Construct Ability During setup choose 1 effect: - Energy Damage (melee damage +5 fire or +5 cold) - Flight and Speed +4 - Melee attack +4 - +4 AC - Spell Resistance
Attendant Does not count as a creature for the purpose of warband construction. Your warband cannot contain more than 1 Bat Familiar for each required spellcaster.
Augmented Electricity Burst Replaces attacks: Adjacent creatures take 10 electricity damage +5 additional electricty for each spawn adjacent to this creature; DC [DC]
Aura of Courage [X] Adjacent allies gain morale Save +[X]
Aura of Fear [X] Enemies in squares threatened by this creature gain Morale Save -[X].
Aura of Pain Adjacent living creatures take an additional 5 damage whenever they are hit by a melee attack.
Aura of Protection from [Y] This creature and adjacent allies get +2 AC against [Y] creatures.
Aura of Unlife Whenever a living creature is destroyed within 6 squares, this creature gains [X] hp.
Back in Action Immediate: 1 attempt to rally a creature automatically succeeds.
Backstab +[X] Damage +[X] when using any Sneak Attack
Barb Shield [X] Whenever an enemy hits this creature with a melee attack, that enemy takes [X] damage.
Battle Cry replaces attacks; Each adjacent enemy must make a morale save.
Battle Fury Fearless while an enemy character is adjacent.
Battlefield Promotion When a commander in your warband is eliminated and you have no other commander, choose a creature in your warband named [N] to gain Commander 1.
Battlerage If this creature has taken damage it gets melee attack +4 and melee damage +10 until the end of the skirmish.
Bear Form Swift: Attack +4, Damage +10; cannot cast spells. These effects last until this creature ends them as a swift action.
Beastmaster [X] Animals and Magical Beasts in your warband that are level [X] or lower are treated as if they did not have the Difficult or Wild special abilities.
Beguile Replaces attacks: range 6; target living enemy takes an immediate turn under your control, which does not count against your limit of activating 2 creatures per phase, even if it has already been activated this round; this does not count as your opponent's activation of this creature this round; DC [DC]
Beneath Contempt Opponents do not score victory points for eliminating this creature.
Bite of Aegis Fang replaces attack; line 12; [X] magic damage; DC [DC] negates.
Black Death Living creatures only; attack -1 whenever the affected creature activates; this penalty is cumulative, but a creature can be affected by only one Black Death effect at a time; DC [DC], save at the end of each affected creature's turn
Blade Storm Whenever an enemy makes more than 2 melee attacks against this creature in the same turn, this creature activates one extra time this round.
Blast Defenses Replaces attacks; cone; -4 AC; DC [DC]
Blast Flesh Replaces attacks; cone; [X] sonic damage; DC [DC]
Bleed living creatures only, 5 damage whenever affected creature activates, until it gains hit points.
Bleeder This creature takes an additional 5 damage whenever it takes damage from any source.
Blessing of Dol Dorn Attack +2 against lawful enemies, damage +5 against chaotic enemies.
Blind-fight This creature can roll twice against an enemy creature's Conceal ability when making a melee attack. If either result is a success, the attack hits. This creature can also move at normal speed even if it can't see.
Blindsight
Blink Out On its turn, this creature gains Incorporeal.
Blood Drain [X] damage to living creature; DC [DC]
Blood Frenzy If this creature succeeds on a morale save, it gets damage +5 for the rest of the skirmish.
Blood Syphon On this creature's turn, it gets attack +4 and damage +10 against a living creature that is adjacent when this creaure activates.
Bloodlust If this creature reduces a living enemy's hp to 0 with a melee attack, it gains Fearless.
Bloodrage If this creature takes damage, it gets melee attack +4 and melee damage +10 until the end of the skirmish.
Bloodthirsty When attacking, this creature cannot choose a nonwounded creature as a target if a wounded creature is adjacent.
Bloody Rage [X] Whenever this creature activates, 1 target adjacent enemy immediately takes [X] damage.
Bluster Until 1 of your creatures is eliminated, this creature gets melee attack +2 and melee damage +5.
Body Thief When this creature destroys a living enemy with a cost of 50 points or less, you may remove this creature from play and place the destroyed enemy in its space. Use the destroyed enemy's printed stats but this creature's hit points.
Bodyguard If an adjacent creature in your Warband would take damage from an attack, this creature can take the damage instead.
Bold Has Fearless when under command.
Bolstering Presence Allies within line of sight get morale save +4
Bound Cannot attack, and does not threaten adjacent squares.
Bounding Assault Replaces turn: This creature can move up to twice its Speed, then make a single melee attack at the end of its move.
Brain Sucker If this creature's melee attack destroys an enemy, the DCs of this creature's spells, special abilities, and Commander Effect increase by 4 for the rest of the skirmish.
Bravado When an enemy creature fails a morale save, this creature gains Fearless unless already routing.
Breath Weapon Replaces attacks; [Y]; DC [DC]
Breath Weapon 2 Replaces attacks; [Y]; DC [DC]
Breath Weapon 3 Replaces attacks; [Y]; DC [DC]
Breath Weapon 4 Replaces attacks; [Y]; DC [DC]
Breath Weapon 5 Replaces attacks; [Y]; DC [DC]
Brittle Morale Fails morale saves if out of command
Bully Push an enemy with fewer hp up to 1 square.
Burn 5 fire damage on affected creature's next activation; DC [DC]
Burning Wind Replaces attacks: 10 fire damage to all creatures within 3 squares
Burnout This creature takes 5 damage whenever it activates.
Burrow [X]
Camaraderie On it's turn, each commander in your Warband may reroll 1 missed attack roll.
Cannot Rally
Captivating Song Replaces attacks; Stun, each living enemy except creatures within 6 squares of an enemy with Countersong; DC [DC]
Carnage Double damage if at least one other creature named [N] is within 6 squares.
Cavalry +[X] Melee damage +[X] against non-mounted enemies.
Celestial Healing [X] Whenever you roll a natural [X] or higher for initiative, this creature immediately heals 50 hp.
Chained At the end of each round, this creature must be adjacent to a non-Prisoner ally, or it is eliminated and the opponent scores 10 extra victory points.
Chaotic Damage +[X] This round, if you won initiative, this creature gets melee damage +[X].
Chaotic Regeneration [X] This round, if you lost initiative, this creature heals [X] hp at the start of its turn.
Charger +[X] When charging with a rider, this creature's rider gets damage +[X].
Chastise Spirits Replaces attacks; Elemental, Fey, and Incorporeal creatures within 6 squares take [X] damage; DC [DC]
Chomp Smaller creatures take +[X] damage; DC [DC] negates
Cleave Once per turn, after this creature destroys an enemy by reducing its hit points to 0 with its melee attack it can immediately make one extra melee attack against another enemy.
Close-Order Fighter +[X] Melee damage +[X] whenever 2 or more allies are adjacent to this creature.
Cold Ray Replaces attacks; range 6; 15 cold damage.
Combat Casting Can cast spells while adjacent to enemies.
Command Dependant This creature has speed 0 if it activates when out of command.
Conceal [X]
Concealing Mount This creature's rider gains Smoke (Conceal 6, or Conceal 11 against nonadjacent enemies).
Constitution Drain Whenever this creature's melee attack deals damage to a living creature, the damaged creature must make a save or it takes damage +5 and this creature gains +5 hp; DC [DC]
Constrict Smaller creature skips next turn and takes [X] damage; DC [DC] negates.
Construct Lock If this creature's attack roll against a construct enemy would otherwise be a critical hit, that enemy skips it's next turn.
Construct Traits Immune Confusion, Critical Hits, Dominate, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun. Heal effects and negative damage do not affect Construct creatures.
Cooperative Spellcasting This creature's spell DCs increase by 1 for each adjacent allied spellcaster
Coordinated Shot This creature's ranged attacks ignore cover from its allies.
Corporeal Instability Level -2, living creatures only, this ability stacks with itself; a creature whose level is reduced to 0 by this attack is destroyed; DC [DC] negates.
Corpse Collecting Whenever this creature destroys an enemy it gains a cumulative +1 AC.
Countersong Enemy creatures within 6 squares of this creature cannot benefit from their commanders' Commander Effects. The Commander Effects of enemy commanders within 6 squares of this creature do not function.
Countersong Drumbeat This creature gains Countersong.
Counterspell [X] Immediate: sight; cancel spell of up to level [X] as an enemy casts it.
Cowardly If this creature does not have an active ally within 6 squares of it when an ally is destroyed, it routs.
Crazed Attacker On its turn, if this creature attacks when there are several enemies within its Melee Reach, your enemy chooses which enemy is targeted by all its attacks.
Create Spawn Whenever this creatures destroys a Medium living enemy, roll 1d20. On a result of 16+, you can immediately place 1 creature named [N] in the space previously occupied by that enemy. That [N] is part of your warband and can't activate this round.
Crusade +[X] During setup, choose a creature type. All creatures in your warband with crusade get melee damage +[X] against that creature type.
Crush [X] Can move through a smaller enemy's space to deal [X] damage and Stun; DC [DC].
Cunning Attack Melee damage +5 against enemies that have not activated.
Curse Aura Adjacent enemies gain save -2.
Curse of Lycanthropy Living creatures in your warband gain DR 5
Dark Cloud Replaces attacks; 10 damage and Confusion, all living creatures within 2 squares except Achaierais; save against Confusion at the end of each affected creature's turn; DC [DC]
Dark Suggestion Replaces attacks: any living enemy within 6 squares; Dominate (Target living enemy makes a single immediate attack as if it were a member of your warband); DC [DC]
Deadly Blades Once per turn, after this creature attacks a flanked target, it can make 1 additional attack against the same target.
Deadly Rend An enemy hit by 2 of this creature's attacks on the same turn is eliminated; DC [DC]
Death Attack declare before attack; An enemy damaged by this creatures sneak attack is destroyed; DC [DC]
Death Blow As Death Attack, but no Sneak Attack required; DC [DC].
Death Burst [X] [Y] damage; DC [DC]
Death Kiss Whenever Mina's melee attack destroys a living enemy, replace it with an Undead creature under your control with cost 5 or less, and Mina heals 5 hp.
Death Strike When this creature's HP are reduced to 0 or lower, it may make one immediate melee attack.
Death Touch [X] Replaces attacks; touch; destroy living creature with [X] hp or less.
Debilitating Magic Whenever this creature casts a spell it can take 5 damage to either get damage +5 with that spell or increase that spell's DC by 4.
Debilitating Poison Attack -2, -2 AC; DC [DC]
Defensive Roll Immediate: Take no damage from a melee or ranged attack.
Defensive Stance At the start of its turn, this creature gains +2 AC, Save +2 and melee damage +5; the effect ends if this creature moves.
Deflect Arrows +4 AC against ranged attacks
Deific Favor After 1 or more enemies have been destroyed, trogodytes in your warband get melee attack +2 and melee damage +5.
Deliver Touch Spell This creature can cast 1 touch spell of the required spellcaster; a spell cast in this fashion is treated as though cast by that spellcaster.
Demonmaster [X] As Beastmaster, but evil Outsiders only.
Destroy Corrupt Melee attack +2, melee damage +5 against enemies previously hit by this creature's Smite.
Devastating Attack Quadruple damage instead of double damage on a critical hit.
Devious Strategy Creatures in your warband get attack +4 when flanking instead of +2.
Devoted If this creature sets up adjacent to a creature whose name contains [Y] at the start of a skirmish, it has Fearless for that skirmish.
Devoted Companion Whenever an enemy attacks this creature, you can choose 1 adjacent Unique Humanoid ally as the target instead.
Devoted Familiar Immediate: When this creature takes damage that would destroy it, it takes no damage instead
Devotee of [Y] Melee damage +5 when follower of a [Y] commander.
Devour A stunned creature that actives when this creature occupies its space takes [X] damage.
Devour the Soul If this creature destroys a living enemy, it gets +[X] hp.
Difficult [X]
Dirge for the Unliving Undead within 6 squares take 5 damage whenever this creature activates.
Discorporating Dive If this creature charges and damages an evil Outsider, destroy that creature; DC [DC]
Disguise Self Until it attacks or casts a spell, this creature has Invisible.
Displacermaster [X] As Beastmaster, but Displacer Beasts only
Disruptive Until this creature makes a melee attack, you cannot add Commander ratings to your initiative rolls.
Distracting Presence Adjacent enemies do not score victory points for occupying victory areas.
Divine Fortune Immediate: self; save +4 on 1 save.
Divine Strike May sneak attack Undead
Dodge [Y] +[X] +[X] AC against [Y]
Domination Replaces attacks: range 6; living creature becomes part of this creature's warband; DC [DC]; this is a Dominate effect
Domination Surge Replaces attacks; range 6; Dominate [Target Humanoid enemy makes a single immediate attack as if it were a member of your warband]; DC [DC]
Domineering Your warband cannot include any other commanders.
Double Damage from [Y]
Double Eye Rays Replaces attacks: sight; roll 1d20 twice; each time, use the indicated effect or any 1 effect with a lower number; choose target after each roll:
- 1-5: chill touch (5 damage, or Turn Undead 20 to Undead creature)
- 6-10: inflict moderate wounds (10 negative damage; DC 18)
- 11-14: vampiric touch (15 damage to living creature; DC 18; this creature gets hp equal to damage dealt [maximum 70 hp])
- 15-18: bestow curse (atttack -4, save -4; DC 18)
- 19-20: finger of death (destroy living creature; DC 18; 25 damage instead on successful save)
Double Opportunity Attacker If this creature hits with an attack of opportunity, it can immediately make a second attack of opportunity against the same enemy; use this ability no more than once per turn.
Double Throw When this creature makes a ranged attack, it can immediately make 1 extra ranged attack against the same target
DR [X] Takes [X] less damage from nonmagical melee and ranged attacks.
Dragon Hoard Allies get attack +2, magic damage, +1 AC.
Dragon's Breath Weapon Replaces attacks; [Y]; DC [DC]
Dragonlord Enemy Dragons within 6 squares cannot use Breath Weapon.
Dragonmaster [X] As Beastmaster, but Dragons only.
Draw Close Swift: range 6; pull target creature to a square adjacent to this creature; DC [DC]
Dread Poison 20 damage whenever poisoned creature activates; DC [DC].
Dream Poison On its next turn, poisoned creature can activate only on a roll of 6+; DC [DC].
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.
Drone replaces attacks; sleep, all creatures within 3 squares; DC [DC]
Drown Replaces attacks: range 6; destroy living creature with 60 or fewer hp; DC [DC]
Drumbeat Replaces attacks; Choose 1 effect, which lasts until the start of this creatures next turn. Drumbeat effects end immediately if this creature is eliminated.
Dual Activation Can take 2 turns in a each round; each turn counts as 1 of your activations in that phase.
Dual Wand This creature can use both Wands if it does not move.
Dwarf Ancestor Spirit If your warband contains 1 or more Dwarf commanders, treat Dwarf followers as always being within 6 squares of those commanders.
Earthbound Attack -4 against creatures with Flight.
Eater of the Dead Whenever it destroys a living enemy, this creature is stunned; DC [DC].
Eldritch Tapestry When casting a touch spell, this creature can affect itself and up to 3 adjacent allies instead of the spell's normal target.
Electricity Link swift; a line between this creature and any other [N] within 12 squares; 10 electricity damage; DC[DC]
Elemental Master [X] As beastmaster, but elementals only
Elemental Traits Immune Critical Hits, Flanking, Paralysis, Poison, Sleep, Sneak Attack, Stun.
Elude Chance immediate; this creatures next melee attack roll is a natural 10
Enemy Battle Plans Your warband gets attack +2 against enemies in any victory area.
Enervation Ray Replaces attacks; sight; attack -2 and save -2
Enflamed Adjacent allies with Immune fire or resist fire get melee attack+2 and damage+5 fire.
Enforcer If this creature is under command, allies within line of sight get morale save +2.
Engulf Replaces attacks: Destroy all adjacent paralyzed creatures.
Enhanced Mobility [X] This creature can move up to [X] squares and make all it's melee attacks.
Enraged Acid Spit Only when wounded, replaces attacks; line 12; [X] acid damage; DC [DC]
Ensnare entangle for 1 turn; DC [DC]
Entourage Creatures in your warband with the same name as this creature's Minion get attack +4.
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; DC [DC]
Epic Abyssal Blast Replaces attacks; sight; radius 4; 60 fire damage, DC [DC]
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.
Evade Damage If this creature successfully saves against a damaging spell or special ability, it takes no damage
Executioner's Blade Melee attack +4 and melee damage +5 against creatures that are out of command or routing.
Explosive Shot Ranged damage +10 fire; all creatures adjacent to an enemy hit by this attack take 5 fire damage.
Explosive Strikes [X] All creatures adjacent to an enemy hit by this creature's melee attack take [X] fire damage.
Extended Charge +[X] Speed +[X] while charging.
Eye Ray Replaces attacks; [Y]; DC [DC]
Eye Ray 2 Replaces attacks; [Y]
Eye Rays Replaces attacks; sight; roll 1d20 and use the indicated effect or any 1 effect with a lower number; choose target after rolling.
  • 1-4 Telekinesis (slide target creature up to 3 squares; DC 17; allies may voluntarily fail save)
  • 5-8 Inflict Wounds (20 negative damage; DC 17)
  • 9-12 Slow (gain Slow Attack and can't make more than 1 attack per turn; DC 17)
  • 13-15 Fear (morale save)
  • 16-18 Flesh to Stone (destroy target living creature and replace it with a statue; DC 17)
  • 19-20 Disintegrate (60 damage, DC 17)
Favor of Lolth Whenever an enemy is destroyed by a spider of lolth or poison damage this creature gains 1 extra use of Summon Spider of Lolth.
Fearless Automatically succeeds on morale saves and cannot be frightened.
Fearsome Presence Enemies in line of sight get morale save -2.
Feast When it reduces a living enemy to 0 hp, this creature makes a morale save.
Feat of Strength swift: melee damage +10 until end of turn, and push Large or smaller enemy up to 1 square on hit.
Feed [X] Whenever this creature destroys a Humanoid, it immediately gains +[X] HP. The benefits of this ability stack with themselves.
Feral Bite Living target gains Wild; DC [DC]
Feral Regeneration [X] Immediate: This creature heals [X] hp.
Feral Surge swift; This creature can move up to its speed.
Fervor Morale save +4 while another commander is in your warband.
Fiery Aura Adjacent creatures take [X] fire damage when activating.
Fiery Poison 5 fire damage whenever poisoned creature activates; DC [DC]
Fiery Tail replaces attacks; creatures whose space this creature moves through this turn take 15 fire damage; DC[DC]
Fiery Trample Can move through 1 enemy's space to deal [X] fire damage; DC [DC]
Filch Replaces attacks; touch; Humanoid or Monstrous Humanoid only, attack -2, melee damage -5 [minimum 5], then this creature is eliminated
Fire Belch Replaces attacks; range 6, 20 fire damage to target and 10 fire damage to creatures adjacent to target.
Fire Companions Elementals with Immune fire in your warband get Speed +2 and Attack +2.
Fire Elemental Master As Beastmaster, but Fire Elemetals only.
Fire Shield [X] Any creature that hits this creature with a melee attack takes [X] fire damage.
Fire Wand Replaces attacks; range 6; 15 fire damage, Spell Resistance applies.
Fireburst Swift: Each adjacent creature takes [X] fire damage.
Flaming Bolt Ranged damage +[X] fire
Flight
Flighty Morale save -4 when out of command.
Flyby Attack This creature can move up to its speed and make a single melee attack at any point during its move.
Force Blade This creature's melee attacks ignore Incorporeal.
Forge Blessing Creatures in your warband deal magic damage.
Formless Damage from melee and ranged attacks is reduced to 5.
Fountain of Blood Squares occupied by and adjacent to this creature are treated as blood rock terrain.
Freeze inhibited for 1 turn; DC [DC]
Freezing Bolt Ranged damage +[X] cold.
Frightful Baying Enemies within 6 squares get morale save -2.
Frightful Impale An enemy hit by this creature's melee attack makes a morale save.
Furious Spirit This creature takes 5 damage at the end of its turn until it makes a melee attack.
Gaseous Form Immediate: If this creature is reduced to 0 hp; this creature appears with 10 hp in any victory area within 6 squares; if no victory area is within 6 squares, or if this creature is within a victory area when reduced to 0 hp, this ability has no effect.
Gaze Attack Replaces attacks; range 6; [Y]; DC [DC]
Ghost Step On its turn, this creature gains Invisible.
Ghost Touch This creature's melee attacks ignore Incorporeal.
Ghoul Touch Paralysis, does not affect Elves; DC [DC]
Giant Bane Melee attack +2, melee damage +10 against Giants.
Giantmaster [X] As Beastmaster, but Giants only.
Gibbering Swift action; Confusion, all creatures within 6 squares except Gibbering Mouthers; DC [DC], save at the end of each affected creature's turn.
Globe of Invulnerability Immune to enemy spells of level [X] or lower.
Goat's Powerful Charge +[X] Melee damage +[X] when charging.
Goblin Squad Whenever this creature attacks an enemy that is adjacent to an allied Goblinoid, it does not count against your limit of activating 2 creatures per phase.
Grab and Sting If this creature hits 1 enemy with its first 2 melee attacks on the same turn, its attack roll for the third attack is a natural 20.
Grant [Y] Move Action Replaces attacks; Active [Y] followers that are under command may move up to their Speed as an immediate action
Greater Dimension Door Replaces move: On its turn, place this creature in any space up to 10 squares away.
Greater Turn Undead [X] As turn undead but creatures that fail the morale save are destroyed.
Green Slaad Spells When this creature casts a spell, roll 1d20. It must cast the indicated spell.
1-5 - Skein of Shadow (self; until the end of its next turn, this creature has Conceal 11);
6-10 - Chaos Hammer (sight; radius 4; lawful creatures take 20 damage; DC16);
11-15 - Fear (cone; morale save);
16-20 - Fireball (sight; radius 4; 20 fire damage; DC15)
Group Command Creatures under command by multiple creatures named [N] can add the Commander Ratings of all those commanders when making morale saves.
Guard Adjacent allied commanders get +2 AC.
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.
Hard of Hearing Only a commander within 6 squares can rally this creature.
Hard to Kill When this creature would be reduced to 0 hp or fewer, it instead has 5 hp remaining on a roll of 11+.
Harpy Shriek Replaces attacks: cone; 15 sonic damage; DC [DC]
Haste Swift: This creature can make 1 additional attack at its highest attack bonus.
Headstrong As long as you control no higher-level creature within 6 squares, this creature gets melee damage +5.
Healing Hands Whenever this creature casts a spell that heals, it heals +5 hp over printed amount.
Herald Your warband's Commander Effects affect followers within line of sight instead of 6 squares.
Hexblade's Curse Swift action; sight; attack -4, save -4, damage -5 [minimum 5]; DC [DC]
Hide If this creature has cover against a nonadjacent enemy from something other than intervening creatures, it is considered to have the Invisible special ability against that creature.
Hideous Blow 10 damage; Spell Resistance applies
Hoardkeeper +[X] While this creature occupies one of your victory areas, you score [X] extra victory points for each enemy destroyed.
Horde At the end of each round, if you control at least 2 creatures named [N], place 1 creature named [N] in your starting area.
Horrid Fascination Enemies within 6 squares that have line of sight to this creature must choose this creature as the target of all their spells and ranged attacks instead of targeting the nearest enemy or ally. This ability does not affect spells with a range of touch or self.
Hunter +[X] Melee damage +[X] unless more than 1 enemy is adjacent.
Hunter's Claws Melee damage +5 against poisoned enemies.
Hurling Charge This creature can make its ranged attack against a creature it charges during its charge movement before it makes its melee attack.
Hyenamaster [X] As Beastmaster, but Hyenas only.
Ice Spikes An enemy that moves into any square adjacent to this creature, or that activates within these squares, takes 5 cold damage; does not affect creatures with Flight.
Icequake swift; Other creatures within 2 squares take 30 cold damage and are stunned; DC [DC].
Icequake Hammer replaces attacks; other creatures within 2 squares take 25 cold damage and are stunned; DC [DC].
Illuminator Creatures within 6 squares do not benefit from Conceal, Hide, or Invisible.
Immune [Y] Creature is not affected by [Y] attacks.
Immune Pain Immune to special abilities and spells that affect living creatures only.
Impale Paralysis, smaller creatures only, expires at the end of target creature's next turn, DC [DC]
Implant Egg Melee damage +20 against spellcasters.
Improved Countersong
Improved Flanking Melee attack +4 against flanked enemies instead of +2.
Improved Initiative [X] Commander rating counts as [X] for initiative checks
Improved Mobility +8 AC against attacks of opportunity.
Incite [Y] [Y] in your warband get attack +[X]
Incited Each round, this creature must activate before any nonincited creatures in its warband.
Incorporeal Any time this creature would be damaged by an attack, spell or special ability, the acting player rolls d20. On a result of 11 or higher, this creature takes no damage (and the hit counts as a miss if the roll is made for an attack). This creature's movement is not affected by terrain.
Independent This creature is always under command and is capable of rallying itself as a commander does.
Indomitable If this creature is subject to any effect that would eliminate it but that does not deal damage, it is not destroyed but instead takes 100 damage.
Infernal Eye On its turn, if this creature makes a single ranged attack, damage +5 on that attack.
Infest This creature can enter an enemy creature's space and can end its move in a space occupied by a non-Swarm creature.
Inhibited Each round, this creature cannot activate until after all noninhibited creatures in its warband.
Initiative Booster +[X] +[X] to your initiative checks
Initiative Surge +4 to initiative
Intimidate Replaces attacks; range 6; target creature makes a morale save.
Intimidating Drumbeat Enemies get morale save -4.
Jaws of Doom A smaller enemy that takes damage from this attack must make an immediate morale save unless that damage already forces one.
Jittery Must make a morale save after being attacked.
Jouster +[X] Damage +[X] against Mounted enemies.
Justice Strike Deals damage equal to the printed damage of the target's first melee attack.
Keen Critical [X] Scores critical hits on melee attack rolls of natural [Y] and 20.
Killer Instinct +[X] Melee attack +[X] against wounded creatures.
Large Target Bonus Attack +4 and damage +10 against Large or larger enemies.
Lay on Hands [X] Replaces attacks; touch; heal [X] hp
Leap Replaces attacks; attack +15, 45 damage.
Legendary Assassin [X] Whenever this creature destroys a Unique enemy, you score [X] extra victory points
Level Drain Whenever this creature's melee attack deals damage to a living creature, the damaged creature gains attack -1 and save -1, and this creature gains +5 hp.
Life Drain [X] If target is a living creature, this creature gains +[X] hp [maximum [Y] hp]
Lifeleech Aura Whenever a creature within four squares gets HP, this creature gains that much HP to a max of [X].
Lightning Bolt replaces attacks; line 12; 20 electricity damage; DC[DC]
Lightning Sphere Replaces turn; sight; radius 2; 20 electricity damage, DC [DC]
Lion's Roar Replaces attacks; cone; affected creatures with 50 or fewer hp make a morale save.
Living Construct Has only Immune Level Drain, Paralysis, Poison, Sleep.
Loot replaces attacks; Use only while this creature is on one of your victory areas: Score 5 victory points. Only 1 creature in your warband can use Loot each round.
Loyal Follower +[X] AC against opportunity attacks while an active [Y] champion is in your warband
Lucky Immediate; Reroll 1 attack or Save
Lucky Weapon When this creature attacks, roll 1d20 twice and take the higher result.
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.
Macetail Sweep Replaces attacks: Stun, all adjacent enemies; DC [DC]
Magic Drain Affected creature's damage loses magic and cannot gain magic; DC [DC]
Magic Stone 5 magic damage; or 10 magic damage to Undead
Magically Shielded -4 AC when flanked.
Mancatcher Entangle as long as this creature does not move or attack another creature; DC[DC]
Marked Target The first enemy this creature destroys is worth double victory points.
Massive This creature can end its move in pits. It can move through and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.
Master of Past and Present Enemies must roll twice for saves against this creature's spells and take the lower result.
Mastery of Spell Casting Can cast 1 of each spell from any spellcaster in your starting warband with cost less than its own; if multiple casters have the same spell, it can cast that spell once per caster. Does not apply to Psionics.
Melee and Ranged Sneak Attack +[X]
Melee Reach [X]
Melee Sneak Attack +[X] This creature gains +[X] on melee damage if flanking the defender, or defender is stunned, helpless, or unable to see the attacking creature.
Methodical Killer +[X] Damage +[X] against the lowest-level enemy currently in play.
Mighty Attack +[X] +[X] damage on melee attack, declare after hit is determined
Mind Blast Replaces attacks; cone; Stun; DC [DC]
Mindnumbing Howl Replaces attacks: cone; Confusion, until the end of affected creatures' next turn; DC [DC]
Minions [Y]
Mirror Image Whenever an attack would hit this creature, the attack misses instead on a roll of 11+.
Misdirection Whenever an enemy misses this creature with a melee attack, reroll the attack against one of its allies within its Melee Reach.
Mob [X] Every [X] creatures named [N] count as 1 creature for the purpose of Warband construction.
Mob Morale [X] Your warband gains morale save +[X] while it contains at least 4 other creatures.
Mobility This creature gains a +4 bonus to its AC against attacks of opportunity.
Moment of Perfect Mind Immediate: self; 1 save automatically succeeds.
Morale Booster +[X] Your warband gets morale save +[X]
Morale Save -[X]
Motivate replaces attacks; 1 ally within 6 squares can immediately move up to its Speed.
Mounted Melee Attack This creature can move at double speed and make a single melee attack at any point during its move.
Mounted Range Attack This creature can move at double speed and make a single ranged attack at any point during its move.
Mounted Spellcasting casts spells as swift actions
Multiple Threats All enemies adjacent to this creature are considered to be flanked.
Mummy Rot Use after hit is determined; target takes 15 damage at the start of its next turn and gets save -2; DC [DC]
Murderous On its turn, this creature cannot move or attack a nonwounded enemy if a wounded enemy is adjacent.
Mystic Light Evil creatures within 6 squares get attack -2.
Natural Soul Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster.
Nature's Loyalty Animal, elemental, and magical beast followers within line of sight get morale save +4.
No Reach Can't make Attacks of Opportunity.
Noble Sacrifice If this creature is destroyed, 1 ally within line of sight can make an immediate melee attack.
Not Subject to Commander Effects
Objective Scores double victory points for occupying victory areas.
Ooze Traits Blindsight; Immune Confusion, Critical Hits, Dominate, Flanking, Gaze Attacks, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun.
Opportune Paralysis Whenever this creature flanks an enemy that it hits with its melee attack, the DC of its paralysis increases by 2.
Oracle of Victory Score 5 extra victory points at the end of each round in which this creature occupies one of your victory areas.
Oracle's Insight +[X] +[X] to your initiative checks.
Overbearing Presence Adjacent non-commander enemies are considered out of command.
Overwhelming Size Melee attack +2 and melee damage +5 against Medium or smaller enemies.
Pacification Spores Living creature can't make melee or ranged attacks until after its next turn; DC [DC]
Pack Attack +[X] This creature gains attack +2 for each allied [Y] adjacent to target of this creature's attack.
Pack Fervor Attack +2 and morale save +4 if there is at least 1 other active creature whose name contains Ibixian within 6 squares.
Pack Frenzy +2 attack and damage +5 if at least 1 other allied creature whose name contains [Y] is within 6 squares.
Pack Hunter [X] Treat this creature as under command if it has line of sight to [X] other [N]s
Pain [X] [X] damage; DC [DC]
Painful Spines Speed -2, living creatures only; DC [DC]
Paralysis DC [DC]
Paralytic Poison Speed -2; DC [DC]
Paralyzing Bite Replaces attacks; touch; Paralysis; DC [DC]
Paralyzing Rend +[X] If this creature hits one enemy with both melee attacks on the same turn, Paralysis, DC [DC]; damage +[X] to second attack
Peerless Rider Attack +2 and damage +5 while a rider.
Perfect Charge Can charge any enemy within range and line of sight instead of the nearest.
Perfect Targeting This creature's spells can target any enemy or ally within range and line of sight.
Persistant This figure can act the same turn it rallies.
Petrifying Gaze replaces attacks; range 6; Destroy target living creature and replace it with a statue; DC [DC]
Phalanx Fighting +2 AC when adjacent to an ally with Phalanx Fighting.
Phalanx Spellcasting This creature's damaging spells deal damage +[X] whenever it is adjacent to a spellcaster ally.
Phantom Threat A creature hit by this attack is considered flanked for the rest of the skirmish; DC [DC]
Piercing Critical Quadruple damage instead of double on a critical hit.
Pipes +4 to your initiative this round; use before rolling for initiative.
Planewalk [N] may start phased out; on round 4 or later, if you win initiative, it may use a move action to return to play in any legal position.
Plant Traits Immune confusion,critical hits, dominate, incite, paralysis, poison, sleep, sneak attack, and stun.
Plodding Can't charge or move more than its Speed on a turn.
Poison [Y]; DC [DC]
Poison Gas Swift: Poison; all adjacent creatures; 5 damage whenever poisoned creature activates; DC [DC].
Poison Sting 1 melee attack per phase;a hit deals normal damage + virulent poison (10 damage whenever poisoned creature activates;DC [DC])
Poison Touch Replaces attacks; touch; 5 damage, and 5 damage whenever poisoned creature activates; DC [DC]
Possession Replaces attacks; touch; living target deals damage to itself with your choice of 1 of its own melee attacks; DC 20 negates.
Pounce This creature can use all its melee attacks when charging.
Power Dive [X] replaces turn; This creature can move up to twice its speed, but at least 1 square, then deal 15 damage to 1 adjacent enemy at the end of its move; DC [DC]
Power of the [Y]+[X] Creatures in your warband whose name or type contains [Y] get attack +[X].
Powerful Build This creature is considered to be Large for chomp, constrict, pushback, swallow whole, and trample effects).
Powerful Charge +[X] Melee damage +[X] when charging.
Precise Shot This creature can make ranged attacks against an enemy that is engaged in melee without giving the target the normal +4 bonus to AC.
Predatory Roar Replaces attacks; cone; creatures whose name contains [N] get damage +[X] against affected creatures.
Prepared for Battle Immediately after setup, this creature may cast 2 of its spells upon itself or an adjacent ally.
Prey on the Weak-Minded Attack +4, damage +5 against stunned or confused enemies.
Prioritize Orders This creature adds the Commander ratings of every allied commander within line of sight to its morale saves.
Protective Slime [X] Any adjacent enemy that hits this creature with a melee attack takes [X] acid damage.
Provoke swift: adjacent enemies must choose this creature as the target of all their melee attacks until the beginning of this creatures next turn.
Psionic Channeler The DCs of Psionics cast by allies increase by 2.
Psionic Envoy Treat the faction of any one creature with Psionics as LE for the purpose of warband construction.
Psychic Cleave Whenever its melee attack or psionics destroys a living enemy, this creature can use 1 psionics power as a swift action.
Psychic Drain Whenever its melee attack hits a living enemy, this creature gets +2 pp.
Psychic Enervation After this creature uses Psionics, roll 1d20; on a 1-2, it is stunned.
Psychic Scream Replaces attacks; enemy noncommander creatures are out of command until end of round.
Psychic Strike +[X] On its turn, if it does not move, this creature gets damage +[X]
Pushback When this creature's melee attack deals damage to a smaller creature, it may push the smaller creature 1 square.
Pushback 2 When this creature's melee attack deals damage to a smaller creature, it can push the smaller creature up to 2 squares.
Quick Cast Cast 1 spell as a swift action.
Quick Moving +6 AC against ranged attacks.
Quills Attack -1 and save -1; this ability stacks with itself
Rabid Charger When charging with a rider, the rider and this creature can each make 1 melee attack.
Rage +[X] When this creature's hp are reduced to half or below, it gets melee damage +[X]
Raging Mount While this creature's hp are half its starting total or below, its rider gains Rage
Ranged Precision + [X] On its turn, if this creature makes a single ranged attack at an enemy within 6 squares, damage +[X] on that attack
Ranged Sneak Attack +[X]
Ravenous Feast Replaces attacks: 30 damage to 1 adjacent paralyzed creature.
Ravenous Hunger When this creature destroys a living enemy, its speed is reduced to 0.
Razor Storm Replaces attacks; cone; [X] damage; DC [DC], then [N] gains -3 AC
Recall Agony Replaces attacks; sight; [X] damage, DC [DC]
Reclaim Mighty Attack When this figure kills an evil foe it gains another use of Mighty Attack.
Red Tide For initiative checks, treat this creature's Commander rating as the number of creatures eliminated from all warbands.
Regeneration [X] This creature heals [X] hp at the start of its turn.
Reinforced [X] Takes [X] less damage from melee and ranged attacks.
Relay Orders This creature gains the highest Commander rating and each Commander Effect of creatures that have it under command.
Rend +[X] If this creature hits one creature with two melee attacks on the same turn, damage +[X] to second attack.
Requires [Y]
Requires Instruction This creature acts as though confused if it activates when out of command.
Reroll Attack Reroll 1 attack; use this special ability no more than once per turn.
Resist [X] [Y]
Resistance Drumbeat Creatures in your Warband get Save +4.
Resounding Blow If this creature scores a critical hit, Stun that enemy.
Respawn At the end of a turn in which this creature is eliminated, place it on your assembly tile; that new creature cannot activate this round.
Retaliate +[X] Melee damage +[X] against enemies that have activated this round.
Retributive Strike Immediate: This creature may make a melee attack against an enemy within its Melee Reach that attacks it.
Revel in Brutality Whenever its melee attack destroys an enemy, this creature gets +10 hp.
Riddle of the Sphinx Replaces attacks: range 6; target enemy can take no actions on its turn; DC [DC], save at the end of each of target enemy's turns.
Ring of Blades [X] Any creature that activates while adjacent to this creature takes [X] damage.
Riposte Can make one immediate attack per turn against an attacking enemy.
Roar cone; affected creatures make a morale save
Roar Swift; cone; [X] sonic damage; DC [DC]
Roots of the Earth Nonflying enemies cannot move our of squares adjacent to this creature.
Roper Tentacles If this creature is active, each enemy that starts its turn within this creature's Melee Reach cannot move this turn; DC [DC]
Rubble Choose 1 square in the target's space; that square becomes difficult terrain for the rest of the skirmish.
Sacred Healing Replaces attacks; All living creatures within 6 squares heal 10 hp, no effect on non-living creatures.
Sand Blaster Replaces attack; cone; -4 AC, DC [DC]
Sapper When this creature moves into a Large or smaller enemy's space, Stun that enemy; DC [DC]
Savage Frenzy This creature gains +[X] hp the first time it hits with a melee attack.
Save +[X] Add [X] to all this creature's saves, including morale saves.
Save =[X] Add [X] instead of the creature's level to all this creature's saves.
Scout Instead of placing this creature in your starting area at the start of the battle, you may place it in any victory area that does not already contain a creature.
Seize the Initiative On its turn, this creature gets melee damage +5 whenever it is first to activate in a round.
Selective Shot [X] This creature can target each ranged attack against the [X] nearest enemies.
Selective Target 2 This creature can target its Eye Rays and Gaze Attack against the nearest or second-nearest enemy or ally.
Set Against Charge [X] Enemies that charge this creature take [X] damage after charge movement but before making their melee attack.
Set Trap replaces attacks; Place a trap counter in an adjacent square; on its turn, any creature that moves into the counter's square or any square adjacent to the counter, or that activates within these squares triggers the trap's effect; once it is triggered, remove the counter from the battle map) Crushing Stone (20 damage to triggering creature, DC [DC] negates
Shadow Drain Living creatures get attack -2, damage -5 [minimum 5].
Shadow Jump Swift: Place this creature in any space bordered by a wall that it can see at least part of; can be used only when this creature is in a space bordered by a wall.
Shadow Life Save +4 against special abilities and spells that affect only living creatures.
Shield Controller If this creature's required commander takes damage, this creature can take half of that damage.
Short Range +[X] Ranged attack +[X] against targets within 6 squares.
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.
Sidestep If this creature moves only 1 square, it does not draw attacks of opportunity and can make a full attack.
Silver Fire [X] Replaces attacks; line 12; [X] damage.
Simultaneous Attack This creature can use both Eye Rays and Gaze Attack if it does not move.
Single Combatant +4 AC if engaged with only 1 enemy.
Single Minded On its turn, this creature cannot move or attack a noncommander if an enemy commander is within its Melee Reach.
Size Advantage Melee damage +5 to larger enemies.
Skirmish +[X] Damage +5 if this creature has moved at least 2 squares this turn.
Skirmish Attack +[X] This creature gains melee damage +[X] if it has moved this turn.
Slaadmaster [X] As Beastmaster, but only creatures whose name contains Slaad.
Slaying Arrow Replaces attacks: Make a ranged attack roll; if successful, destroy creature with 100 or fewer hp; DC [DC], 10 damage instead on successful save
Sleep Poison Sleep; DC [DC]
Slow Gain Slow Attack until the end of its next turn; DC [DC]
Slow Attack Can't attack and move on the same turn.
Slow Effect Enemies that are adjacent to this creature when they activate can't make more than one ranged or melee attack this turn; DC [DC].
Slow Ranged Attack This creature can't move during the same turn that it makes a ranged attack.
Smite [Y] +[X] +[X] dmg vs. [Y] creatures.
Smite the Resistant +[X] Melee damage +[X] against enemies with Spell Resistance or Spell Resistance All.
Smoke Conceal 6, or Conceal 11 against nonadjacent enemies.
Snake Charmer Snakes and Yuan-Ti in this creature's warband get attack +2 and save +2.
Sneak Attack +[X]
Sneaky Tactics Whenever this creature deals damage with its Sneak Attack on its turn, choose whether it counts against your limit of activating 2 creatures per phase.
Sonic Pulse Replaces attacks; cone; 10 sonic damage.
Soulmelds choose 1 effect; Soulmeld effects end immediately if this creature is eliminated.
- Airstep Sandals (swift; self; Flight and speed F6 until this creature's next activation)
- Crystal Helm (swift; self; +3 AC until this creature's next activation)
- Armguards of Destruction (replaces attacks; 15 damage to adjacent Undead)
Spasm Replaces attacks: Paralysis, all adjacent creatures; DC [DC].
Spear Wall +[X] Melee damage +[X] for each adjacent ally with spear wall
Spell Focus [X] Whenever this creature casts a spell, the DC is +[X] over printed number
Spell Healing Whenever its Spell Resistance prevents a spell from affecting it, this creature heals 10 hp.
Spell Immunity ([Y])
Spell Penetration Roll twice to overcome Spell Resistance.
Spell Resistance [Y] May ignore [Y] spells unless the caster rolls 11 or higher.
Spell Resistance All Ignores all spells.
Spell Silencer Enemies within 6 squares cannot cast non-psionics spell.
Spellcaster Crew Can attack only if an allied spellcaster is adjacent.
Spellcrafter's Cohort If this creature puts an enemy to sleep, choose 1 spellcaster in your warband within 6 squares; that spellcaster gains 1 extra use of your choice of 1 of its spells. Does not apply to Psionics.
Spellsong This creature can cast spells even when in a square threatened by an enemy.
Spidermaster [X] As Beastmaster, but only creatures whose name contains Spider.
Spike Volley Replaces attacks; sight; radius 2; [X] damage; DC [DC]
Spiker Barbs Whenever an enemy misses this creature with a melee attack, that enemy takes 5 magic damage.
Spitfire swift; range 6; 15 fire damage.
Spores Swift action; adjacent enemies and allies; Poison, 10 damage.
Spring Attack This creature can move, make a melee attack, and then move again, as long as the distance it moves during its turn doesn't exceed its speed.
Squad Activation All creatures in your Warband named [N] must activate as a single activation.
Stable Footing Difficult terrain does not slow this creature's movement.
Stagger This creature can charge even if it does not move in a straight line.
Stand Still Moving creatures hit by this creature's attack of opportunity stop moving and skip the rest of that turn.
Statue This creature may start off the battle grid; before rolling initiative for a round you may place this creature in any square that contains a statue. This creature may occupy statue squares. It cannot score victory points while in a statue square.
Steal Essence Replaces attacks: range 6; destroy target paralyzed or sleeping creature.
Steal Soul Destroy a living enemy with 10 or fewer hit points that activates adjacent to this creature, DC [DC]
Stench Adjacent living creatures without Stench get attack -2, save -2, -2 AC.
Stone Dead When this creature is reduced to 0 hp, it becomes a statue.
Stone Lord [X] Melee damage +[X] against an enemy in a square bordered by a wall.
Stone Shards All creatures adjacent to an enemy hit by this attack take 10 magic damage.
Stone Step swift; Place this creature in any square up to 4 squares away that it can see at least part of.
Stonebond On its turn, if this creature does not move, it gains DR5 until the beginning of its next turn
Stored Spell Can cast 1 spell of up to 4th level from any spellcaster in your starting warband. Spell must be chosen during setup. Does not apply to Psionics.
Strike in the Air Once per turn, if this creature uses pushback against an adjacent enemy, it can make 1 additional attack against that enemy.
Strikeback Whenever this creature takes damage, it may make one immediate melee attack.
Stun DC [DC]
Stunning Attack Damaged target is Stunned (DC [DC]).
Stunning Cleave When this creature's melee attack destroys an enemy, Stun all enemies adjacent to that enemy, use after enemy is destroyed; DC [DC]
Stunning Rend If this creature hits 1 enemy with both melee attacks on the same turn, stun that enemy; DC [DC]
Stunning Screech Replaces attacks; adjacent enemies and allies; Stun; DC [DC]
Sudden Empower Damage +10, 1 spell that deals damage.
Sudden Strike +[X] Melee damage +[X] against enemies that are stunned, helpless, or unable to see this creature.
Supernatural Bane Melee attack +2 melee damage +10 against enemies with DR.
Swallow Whole Destroy [Y]; DC [DC]
Swarm Whenever this creature would be eliminated, you may choose to eliminate 1 adjacent ally named [N].
Swarm Attack Replaces attacks; Each adjacent creature makes a save against this creature's [Y].
Tactics When activating this creature, choose whether it counts against your limit of activating 2 creatures per phase.
Tail Slap [X] [X] damage to 1 adjacent enemy. and push it 2 squares if [Y] or smaller.
Tail Sweep [X] Cone; [X] damage; DC [DC]
Telepathy Treat followers as always being within 6 squares of this commander
Teleportation [X] Swift: Place this creature in any space up to [X] squares away that it can see at least part of.
Terrifying Sting An enemy that fails a morale save caused by this creature's melee attack is destroyed, and this creature heals 10 hp.
Thorny Grasp Replaces attacks; range 6; target creature is entangled and takes 5 damage each time it activates until its save succeeds; DC [DC]
Tiamat's Blessing - [Y] Adjacent spawn gain resist [Y] [X].
Tiamat's Greater Blessing - [Y] Adjacent Spawn gain Immune [Y].
Tiny Reach Can't make attacks of opportunity.
Tongue Grab Pull target creature to a legal adjacent square; DC [DC]
Torment 5 damage, living creatures only.
Tower of High Sorcery swift; Move this creature to your start area.
Trample [X] This creature can move through a smaller enemy's space to deal [X] damage; DC [DC].
Trample 0 + [Y] Can move through a smaller enemy's space to use [Y] only; DC [DC].
Trap Essence Replaces attacks: touch; destroy target living creature with 55 hp or fewer; DC [DC]
Trip Replaces attacks; touch; stun; DC [DC]
True Seeing Ignore Conceal
True Strike This creature's first melee attack of a skirmish gets attack +20 and automatically succeeds against Conceal.
Trumpet's Peal Replaces attacks; Each wounded evil creature makes a morale save.
Trumpeting Blast Swift; cone; Stun; DC [DC]
Tumble Swift: Until the end of its turn, this creature's movement does not provoke attacks of opportunity.
Turn [Y] [X] As Turn Undead, but [Y]s only
Turn Undead [X] Instead of attacking or casting a spell, this creature can attempt to turn the nearest Undead creature (enemy or ally) level [X] or lower. Only Undead creatures within 12 squares and to which this unit has line of sight can be affected.
Twig Poison -3 Attack -3; DC [DC]
Unavoidable Strike This creature's next melee attack roll is a natural 20.
Undead Traits Immune Confusion, Critical Hits, Dominate, Incite, Paralysis, Poison, Sleep, Sneak Attack, Stun. Heal effects deal damage to Undead.
Unfurl Attack +2 and damage +5 against Huge enemies.
Unhallowed Sight All creatures within line of sight lose Turn Undead; Undead creatures within line of sight get attack +1
Unholy Haste This creature can take another activation, which does not count against your limit of activating 2 creatures per phase; use only during your turn,
Unholy Healing Negative damage heals this creature instead of damaging it.
Unique
Universally Hated When this creature is eliminated, all living creatures heal 5 hp.
Valenar Bladebearer Attack +2, damage +5, if this figure makes a single attack.
Vargouille's Shriek Replaces attacks; Paralysis, all creatures within 6 squares; DC [DC]
Venomous Poision that deals damage when a creatue activates deals an additional 5 damage.
Verdant Growth Enemies treat squares adjacent to this creature as difficult terrain.
Vermin Traits Immune Confusion, Dominate, Incite, Sleep.
Vicejaw A Large or smaller enemy hit by this creature's melee attack cannot move on that enemy's next turn.
Vicious Attack Whenever this creature hits with a melee attack, it deals 5 magic damage to itself.
Vicious Attack This attack deals triple damage instead of double on a critical hit.
Virulent Poison 10 Damage whenever poisoned creature activates; DC [DC].
Volley Ranged attack +2 for each adjacent creature with Volley
Vorpal On a critical hit with this attack, the target creature is eliminated.
Vulnerable [Y] For every 10 points [Y] damage dealt to this creature, it takes an additional 5 points [Y] damage.
Wall Transformation Replaces attacks; Each square of this creature's space becomes a wall in all respects until the start of this creature's next turn.
Wall Walker This creature is considered to have Flight as long as it begins its move in a square bordered by a wall.
Wandering Monster Sets up on a random feature tile instead of your assembly tile.
War Song Allies that activate within line of sight of this creature gain Powerful Charge +10 (Melee damage +10 when charging) until end of turn)
Waylay This creature starts off the battle grid; before rolling initiative for a round, you may place this creature on a feature tile of your choice. Use only once per skirmish.
Weaken Attack -2, melee damage -5 (min 5); DC [DC]
Web Replaces attacks; range 6; Entangle; DC [DC]
Web Walker Attack +2 against entangled enemies.
Whirlwind Attack On its turn, if this creature moves no more than 1 square, it can make a separate melee attack against each enemy within its Melee Reach.
Whirlwind Attack On its turn, if this creature moves no more than 1 square, it can make one melee attack against every enemy creature it threatens.
Whirlwind Blast replaces attacks; line 12; 20 damage and affected creatures are pushed one square; DC [DC]
Wholeness of Body Replaces attacks; self; heal 15 hp
Wild Always out of command.
Wild Magic Auras whenever this creature or any creature within 2 squares cast a damaging spell roll 1d20 and adjust the spells damage as indicated:
1-5 no damage
6-10 Normal damage
11-18 damage +5
19-20 double damage
Wild Magic Surge Whenever this creature’s wild magic aura increases the damage dealt by a spell this creature gets +5 hp.
Wild Surge When this creatures uses electricity burst, you may roll 1d20 for damage: 1-5 no damage, 6-10 normal dmg, 11-20 double damage.
Will of Tiamat Adjacent spawn get morale save +4.
Willing to Follow This commander can benefit from the Commander Effects of other commanders in your warband as though it were a follower.
Willing to Follow [Y] This commander can benefit from the Commander Effect of a commander in your warband whose name contains [Y] as though it were a follower.
Willing to Follow Heroes This commander can benefit from the commander effects of other unique commanders in your warband as though it were a follower.
Willing to Follow Kuo-Toa This commander can benefit from the commander effects of other Kuo-Toa commanders in your warband as though it were a follower.
Wolf Form swift; Attack +2, damage +5; cannot cast spells. These effect last until this creature ends them as a swift action.
Wooden Stake replaces attacks: make a melee or ranged attack roll; If successful destroy undead creature whose name contains Vampire, DC [DC]; 5 damage instead on successful save
Woodland Stride Not slowed by Forest terrain, not affected by Tangle terrain.
Word of Truth Replaces attacks: Enemies within 2 squares take [X] sonic damage and are stunned; DC [DC]
Wounding Poison 5 damage whenever poisoned creature activates, and poisoned creature cannot be healed for the rest of the skirmish; DC [DC]
Wrath +[X] After any ally has been destroyed, this creature gets melee damage +[X] for the rest of the skirmish
Zealotry immediate; Reroll 1 save this creature just failed, can use when routing.

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