Thanks to doubtofbuddha, maijstral, AesophDarkfable, neilasaurus2, Kithmaker, Brig, Aron, vrecknidj, Soularm, and jgsugden for posting stats so far.
Borderlands; 58 points; Dungeons of Dread 1/60 (Uncommon)
Level: 12
AC: 26
DEF: 24
Speed: 5
HP: 80
Dwarven Waraxe: +19 vs AC; 20 Damage
Crossbow: (nearest) +14 vs AC; 15 Damage
Drive into Peril: +19 vs AC; 30 Damage AND push target up to 2 squares; an ally can make a free basic attack against that target if adjacent to it after push; RECHARGE when 2 or more enemies are adjacent to this creature at end of its turn
*+4 DEF (Fort)*
• Use when an ally’s attack roll is a natural 18+. That attack becomes a critical.
• Use when this champion is the first creature you activate in a round. All Dwarf creatures in your warband get +2 Speed and +2 Attack this round.
Borderlands, Civilization; 30 points; Dungeons of Dread 2/60 (Rare)
Level: 8
AC: 25
DEF: 21
Speed: F8
HP: 55
Lightning Blades: +12 vs AC OR DEF (Ref); 15 Damage
Lightning Strike: (all adjacent enemies) +11 vs DEF (Fort); 20 lightning Damage AND Stunned; RECHARGE when first Bloodied
Good • Angel
*+4 DEF (Will)*
Immune Fear
“If angels are the pets of the gods, as I’ve asserted, then the angels of valor are lapdogs.”—Arvus Gahnd, Blasphemies
Civilization; 32 points; Dungeons of Dread 3/60 (Uncommon)
Level: 8
AC: 22
DEF: 20
Speed: 6
HP: 55
Shining Mace: +15 vs AC; 15 radiant Damage
Good • Human • Divine
Combat Healing: Whenever a living ally within 5 squares makes a
attack roll of natural 16+, it heals 15 HP.
Aura of Radiance: Allies within 5 squares get +5 radiant Damage to
attacks.
• Use when a living ally ends its turn in one of your victory areas. That ally heals 15 HP.
• Use when an enemy attacks this champion. Your warband gets +2 Attack against that enemy until end of battle.
Civilization; 21 points; Dungeons of Dread 4/60 (Uncommon)
Level: 7
AC: 23
DEF: 20
Speed: 5
HP: 60
Longsword: +12 vs AC; 15 Damage
*?:* +12 vs AC: 15 Damage AND this creature or 1 living ally within 5 squares heals 10 hp
Good • Halfling • Paladin
Immune Fear
Charge Protection: Enemies can’t charge allies who are within 5 squares of this creature
Second Chance: reroll one of this creature’s attacks
Civilization; 62 points; Dungeons of Dread 5/60 (Rare)
Level: 8
AC: 23
DEF: 21
Speed: F7
HP: 95
Bite: +13 vs AC; 15 + 10 cold Damage
Cold Breath: (large cone) +8 vs DEF (Fort); 40 cold Damage AND target is pushed 1 square and Immobilized (save ends); RECHARGE when first Bloodied
• Use when this champion uses its Cold Breath. Creatures in your warband score criticals against Evil targets on attack rolls of natural 18+ this round.
• +10 VP when this champion starts a round in one of your victory areas.
Civilization, Wild; 5 points; Dungeons of Dread 6/60 (Common)
Level: 2
AC: 13
DEF: 11
Speed: 7
HP: 20
Shortsword: +7 vs AC; 5 Damage
Longbow: (sight) +8 vs AC; 10 Damage
Good • Elf
*+4 DEF (Will)*
Archer’s Mobility: If this creature moves at least 4 squares from its starting position on its turn, it gets +2
Attack this turn.
Elf arrows strike without warning, hitting the mark faster than the sound of their flight reaches the ears.
Borderlands; 65 points; Dungeons of Dread 7/60 (Rare)
Level: 13
AC: 29
DEF: 27
Speed: 5
HP: 80
Greatsword: +20 vs AC; 20 Damage
Unholy Flames: (range 10, radius 2) +14 vs DEF (Fort); 20 necrotic OR 20 fire Damage
Evil • Undead • War
Immune Poison
Vulnerable 10 Radiant
Bloodthirsty: +5
Attack against Bloodied targets.
Death’s Right Hand: Lower-level Undead allies within 10 squares get +2
Attack.
Warband Building: All Evil Undead creatures are legal in your warband.
• Use when an Undead ally’s
attack hits: +20 Damage.
• Use when an adjacent enemy activates. That enemy takes 10 Damage and cannot move away from this champion on its turn.
Borderlands; 8 points; Dungeons of Dread 8/60 (Common)
Level: 3
AC: 15
DEF: 13
Speed: 6
HP: 35
Battleaxe: +6 vs AC; 15 Damage
Evil • Orc
Opportunist: Whenever an adjacent Bloodied enemy misses with a
attack, this creature can make a
attack against that enemy.
Orcs raid not only for plunder, but also for glory in the eye of Gruumsh.
Borderlands; 52 points; Dungeons of Dread 9/60 (Rare)
Level: 7
AC: 24
DEF: 18
Speed: F8
HP: 85
Fiery Bite: +15 vs AC; 10 + 10 fire Damage
Draconic Fury: 2 attacks, +13 vs AC; 15 Damage each
Fiery Breath: (large cone) +11 vs DEF (Ref); 25 fire Damage; RECHARGE when first Bloodied
• Use when a critical is scored: +20 Damage.
• Use before taking your first turn of a round. The player whose warband destroys the highest-cost enemy this round scores +15 VP.
Borderlands, Civilization; 29 points; Dungeons of Dread 10/60 (Uncommon)
Level: 9
AC: 23
DEF: 22
Speed: F7
HP: 50
Claw: +13 vs AC; 15 Damage
Stonesoul Frenzy: Use only if this creature began its turn in Stone Form; move up to its Speed and attack each enemy once whose space it enters this turn, +11 vs DEF (Ref); 15 Damage AND Slowed (Speed 2)
Evil • Gargoyle • Earth
Flight
Stone Form: Replaces attack action; this creature cannot move, attack, or threaten enemies and has Resist 20 All. If this creature starts a round in Stone Form, it can leave Stone Form on its turn by taking a move action. While in Stone Form, this creature cannot score VP.
Borderlands, Civilization; 38 points; Dungeons of Dread 11/60 (Rare)
Level: 10
AC: 21
DEF: 20
Speed: 8
HP: 70
Greatsword: +15 vs AC: 20 Damage
Freezing Blast: (large cone) +15 vs DEF (Fort): 20 cold Damage
Lightning Bolt: (line 10) +15 vs DEF (Ref): 20 lightning Damage
Evil • Giant
Reach 2
Sneak Attack 10: +10 Damage whenever this creature has combat advantage against target.
Gaseous Form: This creature gains Flight and Speed F8 and takes half Damage from all attacks until the next time it attacks.
Borderlands, Underdark; 18 points; Dungeons of Dread 12/60 (Common)
Level: 6
AC: 18
DEF: 16
Speed: 4
HP: 45
Slam: +13 vs AC: 15 + 5 cold Damage AND Followup
Followup: +10 vs DEF (Fort); Immobilized (Speed 0)
Evil • Undead • Cold
Immune Poison
Vulberable 5 Radiant
Ice Reaper: +5 cold Damage against Immobilized enemies, additional +5 cold if another Cold creature is within 5 squares of this creature.
Chillborn are the cold of the grave, given just enough motivation to hunt and to kill.
Borderlands, Underdark; 26 points; Dungeons of Dread 13/60 (Uncommon)
Level: 8
AC: 23
DEF: 20
Speed: 7
HP: 50
Frostburn Longsword: +13 vs AC; 10 + 5 cold Damage
Evil • Drow
*+4 DEF (Ref)*
Deadly Patience: +2 Attack and +10 Damage against enemies who have activated this round.
Rapid Advance: Once per turn when an adjacent enemy shifts, this creature can immediately shift.
A sudden bite of cold steel in the dark, the spider guard is the hunter among the web spinners.
Borderlands, Underdark; 61 points; Dungeons of Dread 14/60 (Rare)
Level: 13
AC: 26
DEF: 26
Speed: F5
HP: 90
Bite: +16 vs AC; 10 Damage
Cinder Cone: (large cone) +15 vs DEF (Ref); 20 fire Damage, 10 fire on miss
Eye Rays: (range 8) Any 2 of the following against different targets: Fear: +13 vs DEF (Will); target immediately moves its Speed away from this creature AND gets a -2 Attack against Beholder enemies (Fear; save ends), Fire: +15 vs DEF (Ref); 25 fire Damage, Telekinesis: +13 vs DEF (Fort); 15 Damage AND slide target up to 4 squares
Evil • Beholder
Flight
Eye Ray Frenzy: Use once Bloodied: 3 attacks with Eye Rays instead of 2.
Firestarter: Allies get +2 Attack with attacks that deal fire damage.
Borderlands, Underdark; 83 points; Dungeons of Dread 15/60 (Rare)
Level: 15
AC: 27
DEF: 27
Speed: 8
HP: 90
Claw: +18 vs AC; 20 Damage AND Followup
Followup: +18 vs DEF (Fort); pull target to a square adjacent to this creature
Evil • Demon • Undead • Fire
Immune Poison
Vulnerable 10 Radiant
Resist 15 Fire
Reach 4
Pale Fire: 15 fire OR 15 necrotic Damage to each enemy that starts its turn adjacent.
Rolling Flames: All squares within 2 count as difficult terrain for enemies.
Borderlands, Underdark; 42 points; Dungeons of Dread 16/60 (Uncommon)
Level: 11
AC: 21
DEF: 23
Speed: F8
HP: 60
Shadow Claw: +12 vs DEF (Ref); 15 Damage and Shadowed
Evil • Demon • Shadow
Flight
Insubstantial: Half Damage from all attacks except criticals
Resist 5 Necrotic
Deathport: Immediately after any creature has been destroyed, place this creature in a square that was adjacent to the destroyed creature.
Shadowed: Whenever affected creature activates, it and any adjacent allies take 5 damage: effect ends when it ends its turn at least 5 squares from Shadow enemies.
Borderlands, Underdark; 30 points; Dungeons of Dread 17/60 (Uncommon)
Level: 9
AC: 28
DEF: 23
Speed: 5
HP: 60
Longsword: +14 vs AC; 15 Damage AND Followup on attack roll of natural 16 +
Followup: +9 vs DEF (Will); 10 necrotic Damage AND this creature heals 10 HP and gets +2 Attack until the end of its next turn
Evil • Undead • Wight
Immune Poison
Resist 5 Necrotic
Vulnerable 5 Radiant
Wrapped in steel, shield ready, sword drawn, it stands with undying vigilance, hollow eyes fixed on the tomb door.
Borderlands, Wild; 22 points; Dungeons of Dread 18/60 (Uncommon)
Level: 7
AC: 19
DEF: 18
Speed: 5
HP: 45
Staff: +9 vs AC; 10 Damage
Baleful Whispers: (range 10, radius 1) +10 vs DEF (Will); 20 Damage AND 10 Damage at start of each of target’s turns until target ends its turn farther from this creature; REACHARGE if no creatures are affected by this power at start of round
Shriek of Pain: (large cone) +10 vs DEF (Fort); 15 Damage, +5 for every 10 Damage to this creature before attack, half total on miss
Evil • Hag
*+4 DEF (Will)*
Earthwalk: As a move action, place this creature up to 5 squares away in line of sight; RECHARGE if no creatures are adjacent at start of this creature’s turn.
Borderlands, Wild; 57 points; Dungeons of Dread 19/60 (Uncommon)
Level: 13
AC: 26
DEF: 22
Speed: 4
HP: 90
Slam: +15 vs AC; 20 + 10 fire Damage
Power Windup: (nonadjacent only) +15 vs AC; 20 + 20 fire Damage
Evil • Elemental • Fire
*+4 DEF (Fort)*
Reach 2
Resist 10 Fire
Susceptible Cold: If this creature takes 25 cold Damage or more from a single attack, it is Slowed (Speed 2) until end of battle.
Borderlands, Wild; 62 points; Dungeons of Dread 20/60 (Rare)
Level: 13
AC: 27
DEF: 25
Speed: F8
HP: 80
Claw: +17 vs AC; 20 Damage
Bird of Prey: (adjacent only, provokes opportunity attacks) 3 attacks against the same target, +15 vs AC; 15 Damage each
Stunning Screech: (burst 3) +15 vs DEF (Fort); Stunned
Evil • Demon
Flight
Reach 2
Mobile Melee Attack: Can shift immediately after making a attack.
Spores of Madness: (burst 2) Immediate, when first Bloodied: +15 vs DEF (Will); Confused
Civilization; 96 points; Dungeons of Blood 21/60 (Rare)
Level: 11
AC: 22
DEF: 25
Speed: F8
HP: 105
Two-Bladed Sword: +14 vs AC; 20 fire OR 20 cold Damage
Infernal Slash: Attack each adjacent enemy once, +12 vs AC; place target up to 3 squares away in line of sight, then deal 20 fire OR 20 cold Damage
Evil • Devil • Cambion
Flight
Resist 10 Fire
Soul Shroud: +4 AC and +4 DEF (Ref) against
attacks.
• +10 VP for destroying an enemy in any victory area.
• Use when you win inititive. Activate 1 extra creature during your first turn of the round.
Civilization; 75 points; Dungeons of Dread 22/60 (Rare)
Level: 14
AC: 28
DEF: 23
Speed: 7
HP: 85
Claw: +21 vs AC; 15 Damage
Mind Twist: (range 20) +19 vs DEF (Will); 20 Damage and Staggered
Thundering Phantom: (range 10, radius 1) +17 vs DEF (Will); 20 psychic Damage OR Stunned (opponent’s choice)
Evil • Rakshasa • Arcane • Mastermind
*+4 DEF (Will)*
Desperate Displacement: When first bloodied, this creature gets Conceal 11 until an attack damages it.
• Use when an Evil ally attacks. That ally has combat advantage against its target.
• Use during this champion’s turn. Recharge an ally’s rechargeable power.
Civilization, Underdark; 16 points; Dungeons of Dread 23/60 (Common)
Level: 6
AC: 15
DEF: 13
Speed: 6
HP: 40
Claw: +9 vs AC; 15 Damage
Blood Drain: Use only when this creature has combat advantage against target; +9 vs AC; 10 Damage AND this creature heals 15 HP; RECHARGE when hit by a
attack
Evil • Undead • Vampire
Immune Poison
Vulnerable 5 Radiant
Bloodlust: On its turn, this creature cannot move or attack a non-Bloodied enemy if a Bloodied enemy is adjacent.
Vampire spawn are insatiable hunger personified.
Civilization, Wild; 66 points; Dungeons of Dread 24/60 (Rare)
Level: 13
AC: 23
DEF: 22
Speed: 7
HP: 95
Maze Hammer: +19 vs AC; 30 Damage AND push target up to 2 squares
Bewildering Strike: +15 vs DEF (Will) 25 Damage and target makes a basic attack against a creature of your choice, including its allies
Evil • Minotaur
*+4 DEF (Fort)*
Reach 2
Ferocity: When reduced to 0 HP, this creature can make an immediate
attack before being destroyed.
• Reroll a charge attack that missed.
• Use when a Bloodied ally hits with a
attack; +15 Damage.
Underdark; 53 points; Dungeons of Dread 25/60 (Rare)
Level: 13
AC: 27
DEF: 23
Speed: 4
HP: 50
Tentacle Slam: +16 vs AC; 20 Damage
Tentacle Flail: Make a separate
against each enemy within Reach; RECHARGE if only 1 enemy is within Reach at start of this creature’s turn
Evil • Aberrant
*+4 DEF (Will)*
Reach 3
![]()
Warp: Each enemy within 3 squares that takes an attack action other than a basic attack rolls 1d20. 1-9: Attack misses, and this creature can pull the enemy 1 square. 10+: No effect.
Reality Burst: Roll 1d20 at start of each of this creature’s turns to determine a random immediate action. 1-10: Place this creature up to 10 squares away in line of sight. 11-20: Make a
attack.
Underdark; 90 points; Dungeons of Dread 26/60 (Rare)
Level: 11
AC: 23
DEF: 23
Speed: 7
HP: 85
Dagger: +12 vs AC; 15 Damage
Focused Mind Blast: (range 5) +15 vs DEF (Will); 20 psychic Damage AND Stunned
Mind Blast: (large cone) +15 vs DEF (Will); 20 psychic Damage AND Stunned; 10 psychic on miss; RECHARGE when this creature destroys a Stunned enemy.
Evil • Mind Flayer • Mastermind
*+8 DEF (Will)*
• Use before an attack against a Stunned enemy: +4 Attack and +10 Damage
• Use when any player’s initiative check is 7 or less. Your warband gets +4 Attack this round.
Underdark; 18 points; Dungeons of Dread 27/60 (Common)
Level: 6
AC: 23
DEF: 19
Speed: 5
HP: 45
Club: +14 vs AC; 15 Damage
Evil • Troglodyte
*+4 DEF (Fort)*
Stench: (adjacent creatures) Use at start of this creature’s turn, +9 vs DEF (Fort); Slowed (speed 2) until affected creature recovers as an attack action; RECHARGE when hit by a
attack.
_”Lucky you can smell them coming.”—Khur Agundar, human fighter
Underdark; 51 points; Dungeons of Dread 28/60 (Rare)
Level: 11
AC: 26
DEF: 22
Speed: 6
HP: 75
Greatsword: +17 vs AC; 20 Damage
Drain: +14 vs DEF (Fort); 10 Damage AND this creature heals 25 HP
Evil • Undead • Vampire
*+4 DEF (Will)*
Immune Poison
Vulnerable 10 Radiant
Dominating Gaze: When an enemy within 6 squares that targets this creature with a single-target
or
attack, +11 vs DEF (Will); instead slide that enemy up to its Speed, and it makes a basic attack against a target of your choice, including its allies.
• Use when an enemy uses a Champion power. Roll 1d20. On a result of 10+, that enemey’s Champion power has no effect.
• Use at the start of a round. Undead allies get +2 Attack this round.
Underdark, Wild; 66 points; Dungeons of Dread 29/60 (Uncommon)
Level: 14
AC: 29
DEF: 25
Speed: 8
HP: 85
Icy Warhammer: +19 vs AC; 20 cold Damage AND Slowed (Speed 2)
Evil • Elemental • Cold
Resist Cold 10
Icy Wallop: +4 attack against any enemy whose speed is currently lower than its normal Speed.
Icy Ground: Adjacent squares count as difficult terrain for non-Cold enemies.
The relentless hammer of an undying glacier, the frozen essence of remorseless malice.
Underdark, Wild; 98 points; Dungeons of Dread 30/60 (Rare)
Level: 12
AC: 28
DEF: 24
Speed: 7
HP: 80
Touch: +16 vs DEF (Fort); 10 Damage AND Death Beetle Contagion
Swarm Spray: (range 6) +16 vs DEF (Fort): 15 Damage AND Death Beetle Contagion
Swarm’s Embrace: +16 Vs. DEF (Fort): 15 damage AND Death Beetle Contagion. RECHARGE when this creature destroys an enemy.
Evil • Fey • Undead
Swarm: Takes half damage from
and
attacks
Death Beetle Contagion: Whenever affected enemy activates it and all its adjacent allies take 10 damage. This effect ends when that enemy ends its turn at least 10 squares from this creature.
Wild; 18 points; Dungeons of Dread 31/60 (Uncommon)
Level: 6
AC: 17
DEF: 14
Speed: 7
HP: 60
Spear: +9 vs AC; 20 Damage
Evil • Gnoll
*+4 DEF (Fort)*
Headstrong: +2 Attack if no higher-level ally is within 5 squares.
Stabbing Frenzy: +5 Damage while Bloodied.
When the gnolls come, your choices are simple: Fight, flee, or perish.
Borderlands, Civilization; 24 points; Dungeons of Dread 32/60 (Uncommon)
Level: 7
AC: 19
DEF: 17
Speed: 7
HP: 65
Battleaxe: +10 vs AC; 20 Damage
Bugbear
Evil Soul: +5 Damage while in a warband with an Evil champion.
Headhunter: Use immediately before making a
attack. If that attack reduces an enemy to 0 hp, +10 VP; otherwise, -5 VP.
“Was this your friend? Trade you his head for yours.”
Borderlands, Civilization; 49 points; Dungeons of Dread 33/60 (Uncommon)
Level: 12
AC: 27
DEF: 20
Speed: 5
HP: 75
Warhammer: +18 vs AC; 20 Damage
Dwarf • Fighter
*+4 DEF (Fort)*
Bloody Critical 18+: Scores criticals against Bloodied targets on attack rolls of natural 18+.
Deny the Weak: Use when hit by an adjacent Bloodied enemy’s attack; that enemy rerolls that attack.
Borderlands, Civilization; 6 points; Dungeons of Dread 34/60 (Common)
Level: 2
AC: 18
DEF: 14
Speed: 6
HP: 20
Harpoon: +8 vs AC; 10 Damage
Thrown Harpoon: (range 6) +6 vs DEF (Ref); 10 Damage AND Immobilized (Speed 0)
Goblin
Battle Training: +10 HP while in a warband with a Hobgoblin champion.
Just as in a bullfight, the goblin picador softens targets for his allies. Unfortunately, you’re the bull.
Borderlands, Civilization; 24 points; Dungeons of Dread 35/60 (Uncommon)
Level: 7
AC: 22
DEF: 17
Speed: 5
HP: 55
Greatsword: +13 vs AC; 15 Damage
Confidence-Building Strike: +13 vs AC; 15 Damage; +1 cumulative Attack on miss
Death Blow: Bloodied target only, +13 vs AC; 30 Damage; RECHARGE when this creature causes an enemy to become Bloodied
Human • Fighter
*+4 DEF (Fort)*
A skilled fighter is to a common soldier what a tiger is to a housecat.
Borderlands, Civilization; 8 points; Dungeons of Dread 36/60 (Common)
Level: 3
AC: 19
DEF: 15
Speed: 8
HP: 30
Iron Jaws: +10 vs AC: 10 Damage
Construct • Beast
*+4 DEF (Fort)*
Immune Poison
Defender: Whenever an adjacent enemy makes a
attack against a target other than this creature, this creature can make an immediate
attack against that enemy before resolving the enemy attack.
Your best friend… tough as nails and never needing kibble.
Borderlands, Wild; 16 points; Dungeons of Dread 37/60 (Uncommon)
Level: 5
AC 18
DEF: 15
Speed: 8
HP: 40
Bite: +10 vs AC; 15 Damage
Beast • Dire • Wolf
*+4 DEF (Will)*
Bring Down Prey: Whenever this creature hits a target adjacent to a Wolf ally, that target is Immobilized (Speed 0).
Gnaw: +10 Damage against Immobilized targets.
It’s like a whole wolf pack crammed into one ferocious package.
Borderlands, Wild; 71 points; Dungeons of Dread 38/60 (Rare)
Level: 10
AC: 23
DEF: 19
Speed: 4
HP: 100
Club: +15 vs AC; 20 Damage
Giant • Ettin
*+4 DEF (Fort, Will)*
Reach 2
Multi-Activation 2: Activates twice per round.
Awareness: Can make an opportunity attack against and adjacent enemy that shifts.
Double trouble.
Borderlands, Wild; 31 points; Dungeons of Dread 39/60 (Uncommon)
Level: 9
AC: 23
DEF: 21
Speed: 8
HP: 60
Two-Weapon Slash: +12 vs AC; 20 Damage
Whirlwind of Steel: Attack each adjacent enemy once; +10 vs AC; 25 Damage
Frost Longbow: (nearest) +10 vs AC; 10 + 5 cold Damage
Human • Ranger
Bloody Critical 18+: Scores criticals against Bloodied targets on attack rolls of natural 18+.
Counterattack: Immediately after an adjacent enemy hits it with a
attack, this creature can make a
attack against that enemy (+2 Attack).
The rangers of the Everfrost are as unforgiving and hard as the tundra from which they hail.
Borderlands, Wild; 22 points; Dungeons of Dread 40/60 (Rare)
Level: 7
AC: 18
DEF: 19
Speed: F8
HP: 60
Claw: +11 vs AC: 15 Damage
Ripping Beak: use only when bloodied: 2
attacks against the same target: +10 total Damage if both hit.
Beast • Griffon • Flight
Immune Fear
Thunder Charge: Additional +4 Attack on charge.
Borderlands, Wild; 6 points; Dungeons of Dread 41/60 (Common)
Level: 2
AC: 18
DEF: 16
Speed: 6
HP: 20
Dagger: +5 vs AC; 5 Damage
Shortbow: (nearest) +7 vs AC; 10 Damage
Kobold
*+4 DEF (Ref)*
Defensive Mobility: +5 AC against opportunity attacks while moving.
First Arrow: +2 Attack and +5 Damage with
attacks until attacked.
An archer is the embodiment of kobold battle strategy. Why go toe-to-toe when an arrow from the darkness works better?
Borderlands, Wild; 57 points; Dungeons of Dread 42/60 (Rare)
Level: 13
AC: 28
DEF: 25
Speed: F8
HP: 80
Bite: +18 vs AC; 20 Damage
Sting: +19 vs AC; 15 Damage and followup
Followup: +19 vs DEF (fort) ongoing 15 poison Damage
Beast • Flight
Mobile Melee Attack: Can shift immediately after making a
attack.
Civilization, Underdark; 15 points; Dungeons of Dread 43/60 (Uncommon)
Level: 5
AC: 19
DEF: 16
Speed: 6
HP: 40
Rapier: +10 vs AC; 10 Damage
Hand Crossbow: (range 10) +12 vs AC; 10 Damage
Human • Rogue
*+4 DEF (Ref)*
Sneak Attack 10: +10 Damage whenever this creature has combat advantage against target.
Wicked Dodge: When an attack roll against this creature is a natural 9 or below, the attack automatically misses. You can choose to have the attack rerolled against a different target within the attacker’s Reach.
“Ouch! How unlucky for your friend. And I thought you were aiming at me.”
Civilization, Underdark; 33 points; Dungeons of Dread 44/60 (Rare)
Level: 9
AC: 20
DEF: 23
Speed: 7
HP: 40
Dagger: +8 vs AC; 5 Damage
Orb Blast: (all adjacent enemies) 10 automatic Damage
Sudden Spikes: (nearest, radius 2) +11 vs DEF (Ref); 20 Damage, +10 if target is in difficult terrain
Shard Storm: (range 10, radius 2) +7 vs DEF (Ref); 25 Damage; hit or miss, 1 clear square in area becomes difficult terrain
Human • Wizard
Orb Ward: Enemies whose
attacks miss this creature take 15 Damage.
Civilization, Underdark; 14 points; Dungeons of Dread 45/60 (Common)
Level: 5
AC: 16
DEF: 13
Speed: 6
HP: 45
Tentacle Rake: +8 vs AC; 15 Damage
Aberrant • Beast
*+4 DEF (Will)*
Resist 5 All
Bloodlust: On its turn, this creature cannot move or attack a non-Bloodied enemy if a Bloodied enemy is adjacent.
Evil Resonance: +2 Attack while within 5 squares of an Evil ally.
The grick expresses the madness of the Far Realm in simple, predatory brutality.
Civilization, Underdark; 26 points; Dungeons of Dread 46/60 (Rare)
Level: 7
AC: 17
DEF: 15
Speed: F6
HP: 35
Ghostly Touch: +7 vs DEF (Ref); 10 Damage
Aether Blast: (range 10) +9 vs DEF (Fort); 15 Damage and Staggered
Spectral Dissipation: (range 10, radius 1) +9 vs DEF (Will); 15 Damage and Enervated (save ends); RECHARGE when an Enervated creature is destroyed
Wandering Monster: Sets up in a random victory area.
47 Tefling Warlock U
h2. Tiefling Warlock
Civilization, Underdark; 27 points; Dungeons of Dread 47/60 (Uncommon)
Level: 8
AC: 22
DEF: 18
Speed: 6
HP: 55
Soul Blast: +8 vs DEF (Fort); 15 Damage
Inevitable Blast: (range 10) +8 vs DEF (Ref); 20 Damage, 10 on miss if your warband outnumbers opponents warband
Price of Pride: (range 5) 8 vs DEF (Will); 20 Damage and 10 Damage whenever target’s attack roll is natural 10 (max once per turn) until end of battle
Tiefling
*+4 DEF (Will)*
Civilization, Underdark; 34 points; Dungeons of Dread 48/60 (Uncommon)
Level: 9
AC: 24
DEF: 23
Speed: 6
HP: 55
Dagger: +15 vs AC; 10 Damage
Hand Crossbow: (range 10) +15 vs AC; 15 Damage
Warforged • Stealth
Covert Agent: +10 VP if this is the only creature in one of your victory areas.
Civilization, Wild; 52 points; Dungeons of Dread 49/60 (Rare)
Level: 13
AC: 23
DEF: 20
Speed: 4
HP: 60
Slam: +18 vs AC; 30 Damage
Divine Retribution: (nearest) +12 vs DEF (Ref); 30 Damage
Construct
Immune Poison
Reach 2
Divine Beacon: Replaces attack action; until end of round, allies get +2 Attack and +5 Damage.
Eidolon Programming: This creature can not use
or
attacks until it has been attacked or an ally has been destroyed.
Statue Form: This creature has +5 AC and +5 DEF if it has not yet activated in a round.
Underdark; 50 points; Dungeons of Dread 50/60 (Uncommon)
Level: 11
AC: 21
DEF: 24
Speed: 6
HP: 45
Dagger: +13 vs AC; 10 Damage
Icy Ray: (range 10, 3 targets) +11 vs DEF (Fort): 25 cold Damage AND Slowed (Speed 2); RECHARGE if this creature starts its turn with no adjacent enemies.
Wand Blast: (sight, radius 1) +13 vs DEF (Ref); 20 Damage
Drow • Arcane
Feyweave: +4 AC and +4 DEF against
attacks.
Combat Teleport: whenever a
attack misses this creature; place the attacker up to 3 squares away in line of sight.
• Use before you roll for initiative. This round, Evil allies score criticals against Bloodied targets on attack rolls of natural 16+.
• Reroll an ally’s attack that deals cold or necrotic Damage.
Underdark; 45 points; Dungeons of Dread 51/60 (Uncommon)
Level: 11
AC: 26
DEF: 23
Speed: 7
HP: 55
Greatsword: +15 vs AC; 20 Damage
Shadow Blow: +15 vs DEF (Ref); 25 necrotic Damage
Human • Shadow
Shadow Blade: Whenever this creature hits with an attack roll of a natural 16+, the target becomes Shadowed.
Shadowed: Whenever affected creature activates it and adjacent allies take 5 Damage; effect ends when it ends its turn at least 5 squares from Shadow enemies.
• Spend 10 VP. This creature heals 40 HP.
• Use when an Evil ally hits a
. Roll 1d20. 10+ The hit becomes a critical.
Underdark; 69 points; Dungeons of Dread 52/60 (Rare)
Level: 10
AC: 20
DEF: 24
Speed: 8
HP: 110
Scimitar: +12 vs AC; 25 Damage; on miss, reroll once
Cascade of Steel: +14 vs AC; 25 Damage AND immediately make this attack again (maximum 4 per turn)
Undead • Skeleton
Immune Poison
Vulnerable 5 Radiant
Multiple Threats: All enemies adjacent to this creature grant combat advantage to attackers.
Wandering Monster: Sets up in a random victory area.
Each sword arm was taken from a skilled soldier.
Underdark, Wild; 59 points; Dungeons of Dread 53/60 (Uncommon)
Level: 9
AC: 27
DEF: 22
Speed: 6
HP: 90
Bite: +14 vs AC; 20 Damage
Earthcrest: If this creatures moves at least 3 squares from its starting position using Burrow, at the end of its move, attack all targets within 2 squares, +15 vs AC; 20 Damage
Beast
Burrow
*+4 DEF (Fort)*
p The earth is their sea, and they are murderous sharks to any who walk the land.
Underdark, Wild; 11 points; Dungeons of Dread 54/60 (Common)
Level: 4
AC: 18
DEF: 16
Speed: 6
HP: 35
Bite: +8 vs AC: 10 Damage
Death from Above: Move up to 6 squares as if with Flight and then attack adjacent target. +11 vs AC: 10 Damage AND ongoing 10 poison Damage.
Beast • Spider
Agile Leap: An opportunity attack against this creature automatically misses.
Underdark, Wild; 93 points; Dungeons of Dread 55/60 (Rare)
Level: 12
AC: 24
DEF: 20
Speed: 3
HP: 115
Bite: +16 vs AC; 20 Damage
Beast • Hydra
*+4 DEF (Fort)*
Ponderous: Can’t shift.
Reach 3
Multi-Activation 2: Activates twice per round.
New Heads: Once Bloodied, this creature can make 2
attacks as an attack action on its turn.
Neither dragonnor serpent, the hydra is far more fearsome than a combination of both.
Underdark, Wild; 9 points; Dungeons of Dread 56/60 (Common)
Level: 4
AC: 19
DEF: 15
Speed: 4
HP: 35
Bite: +9 vs AC; 15 Damage
Beast
Defensive Mobility: +5 AC against opportunity attacks while moving.
Scuttle +4: +4 Speed if every square this creature moves into is adjacent to a wall.
Wriggle 3: Before attacking on its turn, this creature must move at least 3 squares.
Primeval in form, size, and purpose, the centipede is an example of evolutionary efficiency.
Underdark, Wild; 65 points; Dungeons of Dread 57/60 (Uncommon)
Level: 13
AC: 25
DEF: 20
Speed: 6
HP: 95
Hook: +15 vs AC; 20 Damage
Latch On: Nonadjacent smaller target only, +13 vs DEF (Fort); 30 Damage AND pull target 1 square
Thresh: Use when no enemies are adjacent; make 2
attacks
Aberrant
*+4 DEF (Fort)*
Reach 2
Evil Soul: +5 Damage while in a warband with an Evil champion.
Lethal: +4 Attack against Bloodied targets.
Once you’re hooked, the horror begins.
Underdark, Wild; 10 points; Dungeons of Dread 58/60 (Uncommon)
Level: 3
AC: 17
DEF: 17
Speed: F8
HP: 30
Tail Slash: +8 vs AC; 10 Damage
Beast • Shadow
Flight
Shadow Killer: +5 Damage against Shadowed targets.
Mobile Melee Attack: Can shift immediately after making a
attack.
Night has wings, misery a bladed tail.
Underdark, Wild; 32 points; Dungeons of Dread 59/60 (Uncommon)
Level: 9
AC: 26
DEF: 24
Speed: 7
HP: 45
Claw: +13 vs AC; 20 Damage
Beast • Shadow
Fade Out: Remove this creature from the battle map at the end of a round in which it first becomes Bloodied. It remains off the battle map for the next round. Before rolling initative for the following round, place it on the battle map at least 5 squares from all enemies.
Pounce +20: +20 Damage on charge when this creature has combat advantage against target.
Stalker: +4 Attack and +10 Damage when this creature is the only creature adjacent to target.
Wild; 43 points; Dungeons of Dread 60/60 (Rare)
Level: 9
AC: 23
DEF: 21
Speed: F6
HP: 60
Longsword: +17 vs AC; 20 damage
Whirlwind Arrow: (line 10) +15 vs DEF (Ref); 15 Damage, 5 on a miss
Fey • Eladrin • Noble
Flight
Vulnerable 5 Necrotic
• Use during this champion’s turn. Enemies with Flight are Slowed (Speed 2) this round.
• Use when any creature’s attack roll is a natural 16+. For the rest of that round, your warband gets +4 Attack.
Autumn’s chill winds bear him aloft, buffet his enemies, and carry his arrows singing home.
Missing:
38 Ettin Jack-of-Irons R