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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:
  · Lawful Good commanders
  · Chaotic Good commanders
  · Lawful Evil commanders
  · Chaotic Evil commanders


All Abilities beginning with 'E'
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)

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