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Arcane Ballista Arcanix Guard Aspect of Hextor Aspect of Moradin CR

Level 12 ✦ Construct Level 4 ✦ Human • Martial Level 14 ✦ Immortal Level 16 ✦ Immortal 2


Attacks Attacks Attacks Attacks
AC M Shock: +17 vs. Fortitude; 10 lightning damage. AC M Mace: +11 vs. AC OR +11 vs. Fortitude; 10 AC M Feinting Strike: (reach 2) +15 vs. AC; 25 AC M Warhammer: (reach 2) +23 vs. AC; 25 damage.
24 r Ballista Bolt: (nearest) +17 vs. AC; 25 damage.
20 damage. 22 damage. On miss, re-roll once. 30 r Returning Warhammer: (range 10) +21 vs. AC;
FORT FORT FORT m Inevitable Assault: (reach 2) +15 vs. AC; 20 FORT 25 damage.
22 Powers 16 Powers 22 damage AND this creature shifts up to 1 square, 28
REF Immune Confused; Immune Stunned REF Arcane Protector: +2 Attack and +10 Damage REF then makes 1 Inevitable Assault attack (maximum REF Powers
22 Arcane Aim: +4 Attack and +5 Damage with r 16 against targets adjacent to an Arcane ally. 22 6 per turn). 28 Giant Bane: +2 Attack and +10 Damage with m
WILL attacks while adjacent to an Arcane ally. WILL WILL WILL attacks against Giant targets.
22 ❑ ❑ Arcane Bolt: Use when this creature declares a 16 22 Powers 28 Cleave: Use when this creature destroys an enemy
r attack while adjacent to an Arcane ally: If that Multiple Threats: (Aura 1) Enemies in aura grant with a m attack: Make 1 M attack as an immediate
combat advantage to this creature and its allies. action.
attack hits, each enemy and ally adjacent to target
SPEED takes 15 cold damage or 15 fire damage. SPEED SPEED SPEED
5 5 7 6 Champion Powers ❑ ❑
❖ Use when this creature or an ally hits an enemy
adjacent to a wall with a m attack: +10 Damage on
HP HP HP HP that attack.
50 35 110 95 ❖ Use at start of round: Each enemy cannot shift
With a snap of a great bowstring, The towers of Arcanix hold precious magic— “Arise, Scourge of Battle!
BLOOD
crackling thunder shook the battlefield. BLOOD
and rest assured, that magic is safe. BLOOD
Attend your humble servant!” BLOOD this round.
25 15 55 45

48 9 75 93
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Axe Soldier Blood Ghost Berserker Brass Samurai CR Chimera


Level 5 ✦ Human • Martial Level 10 ✦ Bugbear • Goblin • Rage Level 11 ✦ Human • Martial 1 Level 12 ✦ Magical Beast

Attacks Attacks Attacks Attacks


AC M Greataxe: +12 vs. AC; 10 damage. AC M Greataxe: +13 vs. AC; 30 damage. AC M Samurai Swords: +17 vs. AC; 15 + 5 fire AC M Bite: +15 vs. AC; 10 damage.
21 17 26 damage. 24 m Triple Attack: Make 3 M attacks, each against a
FORT Powers FORT Powers FORT FORT
❑ c Fiery Breath: (line 6) +15 vs. Reflex; 20 fire different target.
17 Eyes on Me: Use when an enemy shifts or declares 17 Death Strike: Use when this creature is destroyed: 23 damage. On miss, 10 fire damage. 22
❑ c Dragon’s Breath: (line 12) +13 vs. Reflex; 20
REF an attack action that doesn’t include this creature as REF Make 1 M attack as an immediate action. REF REF acid damage. On miss, 10 acid damage.
17 a target: Make an opportunity attack against that 17 ❑ Move in for the Kill: Use when an enemy within 23 Powers 22
enemy. ❑ c Lion’s Roar: (blast 5, bloodied targets only)
WILL WILL 5 squares of this creature becomes bloodied: Shift WILL Samurai's Resolve: Use after this creature resolves WILL
+13 vs. Will; Stunned (Fear, save ends).
17 17 up to 4 squares. Each square entered during that 27 an attack action on its turn while bloodied: Make 1 22
shift must be closer to the enemy than the M attack as a free action. Powers
previous square.
Champion Powers ❑ Ram’s Powerful Charge 15: +15 Damage while
SPEED SPEED SPEED SPEED charging.
5 7 6 ❖ Use when an ally declares a M attack on its turn: F6
That attack targets each enemy within its reach.
❖ Use when this creature or an ally would take fire
HP HP HP damage: That creature has Immune Fire until end HP
40 80 75 of round. 90
The tactic is simple: Survive the enemy’s first rush, The blood ghosts know nothing of pain or fear,
BLOOD BLOOD BLOOD BLOOD
then make sure he doesn’t live to attempt a second. for they believe that death has already come. Each head is hungrier than the one before.
20 40 35 45

13 37 56 50
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DDM-009 War Drums. Page 1 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Combat Medic Derro Dragon Totem Hero CR Dragonne
Level 8 ✦ Human • Divine Level 4 ✦ Derro • Rage Level 12 ✦ Human • Primal 2 Level 10 ✦ Dragonne • Beast

Attacks Attacks Attacks Attacks


AC M Rod Smite: +15 vs. AC; 10 + 5 radiant damage. AC M Dagger: +11 vs. AC; 5 damage. AC M Broadsword: +17 vs. AC; 20 damage. AC M Claws: +17 vs. AC; 15 damage.
22 ❑ m Healer's Strike: +13 vs. AC; 10 radiant
17 ❑ a Thunderburst: (radius 1 within 5) +8 vs.
26 24 m Pounce: Use only on charge: Make 2 M attacks
FORT FORT FORT Powers FORT
damage. Hit or miss, 1 adjacent ally heals 20 HP. Q Fortitude; 5 thunder damage AND Stunned. against target.
18 when this creature first becomes bloodied. 17 24 Wyrmdance: Use after this creature resolves a m 22 c Intimidating Roar: (blast 5) +15 vs. Will; 10
REF REF Powers REF attack: Shift up to 2 squares as a free action. REF psychic damage AND target takes 5 additional
18 Powers 17 Blend with Shadows: Has Conceal 6 while 24 Wyrmstrike: Use after this creature resolves a m 22 damage whenever a Dragonne ally damages it
WILL Rod of Healing: Minor action: 1 adjacent ally heals WILL adjacent to a wall. WILL attack: If that attack caused its target to become WILL with a m attack attack until end of battle.
18 5 HP. 17 Blindsight: Ignores Conceal; treats invisible 24 bloodied, make 1 M attack against that enemy as 22
❑ ❑ Sacred Healing: Use when an ally within 5 creatures as visible. a free action. Powers
squares becomes bloodied: Place this creature in a Sneak Attack 5: +5 Damage against targets ❑ Feral Surge: Use at start of this creature's turn:
Champion Powers ❑ ❑
SPEED space adjacent to that ally, then that ally heals 10 SPEED granting it combat advantage. SPEED SPEED Move up to its current speed as a free action.
6 HP. 5 6 ❖ Use at start of round: Each Dragon ally has F6
Wyrmdance until end of round.
❖ Use when this creature is destroyed: Each Dragon
HP HP HP ally has +10 Damage until end of battle. HP
55 35 75 65
Derro would rather enslave and torture their enemies From dragons they draw their power;
BLOOD BLOOD BLOOD BLOOD
“There’s fight in you yet, friend!” than kill them outright, but they’re not picky. from lions, their roar.
25 15 35 30

28 11 58 36
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Elemental Wall Fiendish Girallon Flameskull Frost Dwarf


Level 10 ✦ Elemental • Earth Level 10 ✦ Beast Level 8 ✦ Undead • Arcane Level 4 ✦ Dwarf • Cold

Attacks Attacks Attacks Attacks


AC M Slam: (reach 2) +16 vs. AC; 10 damage AND AC M Grab and Bite: (reach 2) +13 vs. AC; 20 AC M Sear: +11 vs. Reflex: 10 fire damage. AC M Icy Axe: +11 vs. AC; 5 + 5 cold damage.
26 push target up to 1 square. 22 damage. 22 ❑ a Fireball: (radius 2 within 10) +13 vs. Reflex;
20 m Chill Touch: +9 vs. Fortitude; 5 cold damage
FORT FORT m Rending Claws: (reach 2) +13 vs. AC; 10 damage FORT 20 fire damage. Q at start of this creature's turn if FORT AND Slowed.
24 Powers 20 AND make 1 Rending Claws attack (maximum 4 20 it has line of sight to an enemy within 10 squares 16
REF Resist 5 All REF per turn). REF of it. REF Powers
24 Hide: If this creature has ranged cover other than 20 20 16 Resist 10 Cold
WILL from intervening creatures against a nonadjacent WILL
Powers WILL
Powers WILL Frostborn: +5 Damage with m attacks while within
24 enemy, it is invisible to that enemy. 20 Silverback: +5 Damage against Beast targets. 20 Shortened Reach: Cannot make opportunity 16 2 squares of a Cold ally.
Sneak Attack 10: +10 Damage against targets ❑ Brachiate: Use at end of this creature's turn: Until attacks.
granting it combat advantage. start of its next turn, this creature cannot be
SPEED Wall Form: If this creature is adjacent to a wall, SPEED targeted by m attacks while adjacent to a wall. SPEED SPEED
6 line of sight and line of effect is blocked if any line 7 F6 5
passes through two edges of a square in this
creature’s space.
HP HP HP HP
65 80 35 35
“In life the flameskulls were among the most powerful Corrupted by his frost giant masters,
BLOOD BLOOD BLOOD BLOOD
A mighty girallon, twisted by malice and cruelty. of ancient wizards.”—Elminster’s Ecologies the frost dwarf knows nothing of mercy.
30 40 15 15

33 36 25 11
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DDM-009 War Drums. Page 2 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Goblin Blackblade Goblin Underboss CR Gulgar Halfling Slinger
Level 5 ✦ Goblin • Stealth Level 8 ✦ Goblin • Martial 1 Level 11 ✦ Planar • Martial Level 5 ✦ Halfling • Martial

Attacks Attacks Attacks Attacks


AC M Blackened Blade: +9 vs. AC; 5 + 5 poison AC M Short Sword: +13 vs. AC; 10 damage. AC M Warhammer: +16 vs. AC; 20 damage. AC M Dagger: +11 vs. AC: 5 damage.
17 damage. 22 r Crossbow: (nearest) +11 vs. AC; 10 damage.
25 r Shortbow: (sight) +14 vs. AC; 15 damage.
17 r Sling: (range 10) +16 vs. AC: 10 damage.
FORT m Quick-Footed Attack: Shift up to 1 square, then FORT FORT FORT
15 20 Powers 23 ❑ c Sonic Pulse: (blast 5) Automatic hit; 10 15
make 1 attack, +11 vs. AC; 5 + 5 poison damage Powers
thunder damage. Q when this creature first
REF AND this creature’s controller can activate 1 REF Sneak Attack 10: +10 Damage against targets REF becomes bloodied. REF Extended Shot: Use when this creature declares a
15 additional creature this turn. 20 granting it combat advantage. 23 15 r attack: –5 Attack on that attack and that
WILL WILL Goblin Tactics: Use after an enemy misses this WILL Powers WILL attack’s range becomes sight.
15 Powers 20 creature with a m attack: Shift as an immediate 23 Resist 10 Thunder 15 ❑ Twin Shot: Use when this creature declares a
Hide: If this creature has ranged cover other than action. rattack: That attack targets 2 enemies adjacent to
Powerful Charge 10: +10 Damage while charging.
from intervening creatures against a nonadjacent each other instead of 1 target. Q at end of this
SPEED enemy, it is invisible to that enemy. SPEED Champion Powers ❑ SPEED SPEED creature’s turn if it did not attack on that turn.
6 Sneak Attack 10: +10 Damage against targets 6 ❖ Use during your set-up: 1 Goblin ally has Scout 5 5
granting it combat advantage. until end of battle.
❖ Use at start of round: Each Goblin ally has Sneak
HP HP Attack 5 until end of round. HP HP
35 55 70 25
Goblins regard stabbing someone in the back Gulgars eat gems to make their
BLOOD BLOOD BLOOD BLOOD
as an art, not an act of cowardice. bones as hard as adamantine. Slings and stones will break your bones.
15 25 35 10

12 28 47 12
©2008 Wizards, 30/60 ● ©2008 Wizards, 31/60 ◆ ©2008 Wizards, 27/60 ★ ©2008 Wizards, 18/60 ●

Hill Giant Barbarian Hill Giant Chieftain CR Hobgoblin Archer Horde Zombie
Level 16 ✦ Giant • Primal Level 16 ✦ Giant • Primal 2 Level 4 ✦ Hobgoblin • Goblin • Martial Level 5 ✦ Undead

Attacks Attacks Attacks Attacks


AC M Club: (reach 2) +19 vs. AC; 30 damage. AC M Studded Mace: (reach 2) +21 vs. AC; 25 damage. AC M Battleaxe: +10 vs. AC; 10 damage. AC M Slam: +7 vs. AC; 10 damage.
24 m Wild Swing: (reach 2) +17 vs. AC; 40 damage
30 ❑ r Hurled Stone: (range 10) +19 vs. AC; 25
16 r Shortbow: (sight) +10 vs. AC; 10 damage.
16
FORT FORT damage AND Dazed. Q at start of this creature’s FORT FORT Powers
AND Stunned. On miss, this creature is
22 Immobilized. 28 turn if it is adjacent to statue terrain. 14 Powers 15 Mob Attack: +5 Damage with m attacks against
REF REF REF ❑ Group Fire: Replaces move action: 1 adjacent REF targets adjacent to 2 or more allies with Mob
Powers
22 Powers 28 14 level 4 or lower Goblin ally makes 1 r attack. 15 Attack.
Threatening Reach: Can make opportunity
WILL Furious Spirit: Takes 10 damage at end of each of WILL WILL WILL Horde: Use at end of round: If you control 2 or
attacks against enemies within Reach.
22 its turns if it did not make a m attack during that 28 14 15 more creatures named Horde Zombie, put 1 new
turn. Battle Agility 3: Use after this creature hits with a M Horde Zombie in your start area.
attack: Shift up to 3 squares as an immediate action.
Overwhelming Size: +2 Attack and +5 Damage
SPEED against Medium or smaller targets. SPEED Champion Powers ❑ ❑ SPEED SPEED
8 ❑ Giant Stride: Minor action: Move up to its 7 ❖ Use at start of an ally’s turn: That ally has 6 4
current speed. Threatening Reach until end of round.
❖ Use at start of round: Until end of round, this
HP HP creature and each Giant ally has +5 AC against HP HP
130 95 opportunity attacks while moving. 30 25
“If we’re lucky, they’ll try to go for distance instead of just Their bows are powerful, but their “Will this sickening parade of corpses never end?”
BLOOD
crushing us with their clubs.”—Tordek, dwarf fighter BLOOD Warband Building: Giant creatures and Ogre BLOOD
discipline makes them deadly. BLOOD
—Jozan, cleric of Pelor
65 45 creatures of any faction and alignment are legal in 15 10
your warband.

78 95 11 14
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DDM-009 War Drums. Page 3 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Howling Orc Hunting Cougar Inspired Lieutenant CR Karrnathi Zombie
Level 6 ✦ Orc • Rage Level 4 ✦ Beast Level 10 ✦ Human • Planar • Psionic 2 Level 4 ✦ Undead

Attacks Attacks Attacks Attacks


AC M Greataxe: +9 vs. AC; 20 damage. AC M Claws: +9 vs. AC; 10 damage. AC M Shortspear: +16 vs. AC, 15 damage. AC M Longsword: +9 vs. AC; 10 damage.
18 18 m Pounce: Use only while charging: Make 2 M
25 ❑ m Hostile Empathic Transfer: Use only while
16
FORT Powers FORT FORT FORT Powers
attacks against target of charge. damaged: (living target only) +14 vs. Reflex; 25
16 Unruly: +5 Damage while no level 7 or higher ally 16 23 psychic damage AND this creature heals 25 HP. 14 Mob 2: Every 2 creatures named Karrnathi Zombie
REF is within 5 squares. REF Powers REF REF count as 1 creature for your warband’s creature
❑ r Recall Agony: (sight) +14 vs. Will; 15 psychic
16 16 ❑ Feral Surge: Use at start of this creature's turn: 23 damage AND Dazed. 14 limit.
WILL WILL Move up to its current speed as a free action. WILL WILL
16 16 27 Powers 14
Psionic Defender: Use when an adjacent enemy
targets a Psionic ally with a m attack: Make 1 M
SPEED SPEED SPEED attack against that enemy as an immediate action. SPEED
7 7 6 5
Champion Powers ❑ ❑
❖ Use at start of round: Each Psionic ally has +2
HP HP HP Attack and +5 Damage until end of round. HP
55 35 70 ❖ Use when this creature destroys an enemy: 30
With a terrifying howl, the orc ripped The fast, cunning, and agile cougar makes a By the end of the Last War, whole legions of the dead
BLOOD
into his enemy and split its skull. BLOOD
deadly animal companion. BLOOD Recharge this creature’s Hostile Empathic Transfer BLOOD
marched to the orders of Karrnathi generals.
25 15 35 or this creature’s Recall Agony. 15

15 9 45 11
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Khumat King Obould Many-Arrows CR Large Bronze Dragon CR Large Duergar


Level 12 ✦ Planar • Aquatic Level 13 ✦ Orc • Primal (Unique) 2 Level 13 ✦ Dragon 2 Level 6 ✦ Duergar • Martial

Attacks Attacks Attacks Attacks


AC M Crushing Jaws: (reach 2) +18 vs. Fortitude; 20 AC M Flaming Greatsword: +16 vs. AC; 15 + 10 fire AC M Bite: (reach 2) +16 vs. AC; 20 damage. AC M Warhammer: (reach 2) +11 vs. AC; 15 damage.
28 damage and Immobilized (save ends). 24 damage. 27 ❑ m Draconic Fury: Make 2 attacks, (reach 2) +14
20
FORT m Thrash: (reach 2, Medium or smaller Immobi- FORT FORT vs. AC; 15 damage. FORT Powers
24 lized target only) Automatic hit; 25 damage. 23 Powers 25 ❑ c Lightning Breath: (line 10) +16 vs. Reflex; 20
18 Overwhelming Size: +2 Attack and +5 Damage
Immune Flanking: Does not grant combat against Medium or smaller targets.
REF ❑ r Terrifying Gaze: (range 5) +18 vs. Will; REF REF lightning damage. On miss, 10 lightning damage. REF
24 23 advantage for being flanked. 25 18
Immobilized (Fear). Q when this creature first becomes bloodied.
WILL WILL Bloodrage: +10 Damage with m attacks while WILL WILL
24 Powers 23 bloodied. 25 Powers 18
❑ Hunter's Glare: Minor action: Make 1 Terrifying Domineering: Your warband cannot include any Resist 10 Lightning
Gaze attack. other champions. Buffeting Charge 5: Use when this creature hits
SPEED ❑ Swim Through Aether: Use at any time on this SPEED ❑ Death Strike: Use when this creature is destroyed: SPEED with an attack while charging: +5 Damage on that SPEED
6 creature’s turn: This creature has Phasing until end 8 Make 1 M attack as an immediate action. F7 attack, target of that attack is also Dazed, and 5
of turn. push target of that attack up to 1 square.
Champion Powers ❑ ❑
HP HP ❖ Use when an ally hits with a m attack on its turn: HP
Champion Powers ❑ ❑ HP
80 95 You can activate 1 additional creature this turn. 80 ❖ Use at start of this creature's turn: Push each 45
❖ Use when an Orc ally shifts: That ally can shift 1 enemy adjacent to this creature up to 4 squares. “No mere dwarf am I!
BLOOD BLOOD BLOOD BLOOD
The battle ends with one snap of the Khumat’s jaws. I’ll pound you into the rock like a spike!”
40 45 additional square during that shift. 40 ❖ Use during your set-up: This creature and each 20
ally are invisible until end of the first round.

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DDM-009 War Drums. Page 4 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Lion of Talisid CR Mephling Pyromancer Night Hag Ogre War Hulk
Level 12 ✦ Elf • Primal 2 Level 10 ✦ Elemental • Arcane Level 11 ✦ Planar Level 13 ✦ Ogre • Rage

Attacks Attacks Attacks Attacks


AC M Scythe: +17 vs. AC; 15 damage. AC M Rapier: +17 vs. AC; 10 + 5 fire damage. AC M Wicked Claws: +20 vs. AC; 15 damage. AC M Three-Headed Flail: (reach 2) +16 vs. AC; 30
25 m Pounce: Use only while charging: Make 2 M 21 ❑ ❑ a Fireball: (radius 2 within sight) +15 vs.
25 m Dream Haunt: (Helpless target only) Automatic
25 damage.
FORT attacks against target of charge. FORT Reflex; 20 fire damage. On miss, 10 fire damage. FORT hit; 40 psychic damage AND this creature has FORT c Flail Sweep: (blast 3) +16 vs. AC; 25 damage.
23 ❑ a Flame Strike: (radius 1 within 10) +15 vs.
19 r Fire Orb: (range 5) +15 vs. Reflex; 10 fire
23 Insubstantial until end of its next turn. 23 Hit or miss, push target up to 1 square.
REF Reflex; 15 fire damage AND ongoing 10 fire REF damage. REF ❑ c Wave of Sleep (blast 5) +18 vs. Will; Drowsy REF
23 damage (save ends). On miss, 10 fire damage. 19 23 (save ends). Q when this creature first becomes 19
WILL WILL Powers WILL bloodied. WILL
23 Powers 19 Resist 10 Fire 23 19
Keen Scythe: Deals triple damage whenever Powers
scoring a critical hit with a m attack. ❑ Disguise: Use at any time: This creature is
SPEED ❑ ❑ Cure Wounds: Minor action: This creature or 1 SPEED SPEED invisible until after it makes an attack. Q when SPEED
6 adjacent ally heals 15 HP. F7 5 this creature destroys an enemy. 6
Champion Powers ❑ ❑ Drowsy: (Condition) Affected creature is Dazed. If
affected creature fails a saving throw to end this
HP ❖ Use at start of round: 1 Beast ally has +2 AC until HP HP HP
condition, it becomes Helpless (save ends)
70 end of battle. 45 70 instead. 95
❖ Use after a Beast ally hits with an attack: If the With a single sweep of its mighty flail, the war hulk
BLOOD BLOOD BLOOD BLOOD
Heir to a lineage of flame. scattered a whole squad in a curtain of gore.
35 attack roll was a natural 17-20, that attack is a 20 35 45
critical hit instead.

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©2008 Wizards, 20/60 ◆ ©2008 Wizards, 21/60 ◆ ©2008 Wizards, 37/60 ★ ©2008 Wizards, 54/60 ★

Orc Mauler Orc Wardrummer Quaggoth Slave Sacred Watcher


Level 8 ✦ Orc • Martial Level 4 ✦ Orc Level 4 ✦ Quaggoth • Rage Level 6 ✦ Undead

Attacks Attacks Attacks Attacks


AC M Morningstar: +15 vs. AC; 15 damage. AC M Club: +9 vs. AC; 10 damage. AC M Stone Club: +9 vs. AC; 15 damage. AC M Longsword: +10 vs. Reflex; 15 radiant damage.
22 18 15 20
FORT Powers FORT Powers FORT Powers FORT Powers
18 Intimidating Presence: (Aura 1) Enemies in aura 19 Drumbeat: Replaces attack action: Choose 1 effect. 14 Aggressive 5: +5 Damage while not bloodied. 18 Phasing; Insubstantial
REF cannot make opportunity attacks. REF That effect ends at start of this creature’s next turn REF ❑ Savage Frenzy: Use when this creature hits with REF Evil Undead Foe: +2 Attack against Evil Undead
18 19 or if this creature is destroyed. 14 a M attack: This creature gains +20 HP. 18 targets.
WILL WILL Overwhelming Drumbeat: Champion enemies WILL WILL ❑ ❑ Defender: Use when an adjacent enemy
18 19 within 10 squares of this creature cannot use 14 18 targets an ally with a m attack: Make 1 M attack
champion powers. against that enemy as an immediate action.
Resistance Drumbeat: Allies within 10 squares of
SPEED SPEED this creature have +4 Fortitude, +4 Reflex, and +4 SPEED SPEED
6 6 Will. 7 F6
Frenzied Drumbeat: Allies within 10 squares of this
creature have +5 Damage with m attacks against
HP HP bloodied targets. HP HP
55 35 25 30
The orc mauler revels in the pain he inflicts Drow, mind flayers, and other masterminds of the His vow to protect others did not end
BLOOD BLOOD BLOOD BLOOD
and the scars he bears. Underdark prize the quaggoth’s ferocity in battle. with his own death.
25 15 10 15

26 19 10 18
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DDM-009 War Drums. Page 5 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Sand Giant Shieldwall Soldier Shuluth, Archvillain CR Skeletal Legionnaire
Level 15 ✦ Giant Level 3 ✦ Human • Martial Level 12 ✦ Mind Flayer • Psionic • Mastermind (Unique) 2 Level 1 ✦ Undead • Martial

Attacks Attacks Attacks Attacks


AC M Desert Scimitar: (reach 2) +23 vs. AC; 25 AC M Spear: +10 vs. AC; 10 damage. AC M Mindcrusher Longsword: +17 vs. AC; 10 + 10 AC M Spear: +5 vs. AC; 10 damage.
30 damage. 20 23 psychic damage. 18
FORT FORT Powers FORT r Halt Mind: (sight) +15 vs. Will; 10 psychic FORT Powers
❑ ❑ c Sandstorm: (burst 2) +20 vs. Fortitude; 10
28 damage AND Dazed. Hit or miss, each square 16 Set Spear: Use when an enemy enters an adjacent 24 damage AND Dazed. 14 Shieldbearer: (Aura 1) Allies in aura have +2 AC.
REF adjacent to this creature becomes smoke terrain REF square while charging: Make 1 opportunity attack REF ❑ c Mind Blast: (blast 5) +15 vs. Will; 20 psychic REF
28 until end of this creature’s next turn. 16 against that enemy. 24 damage AND Stunned. 14
WILL WILL Shieldbearer: (Aura 1) Allies in aura have +2 AC. WILL WILL
28 Powers 16 28 Powers 14
Resist 5 Fire ❑ Brain Sucker: Use when this creature destroys an
Penetrating Sight: Ignores smoke terrain. enemy with a m attack: +4 Attack until end of
SPEED SPEED SPEED battle. SPEED
❑ Desert Mark: Minor action: Choose 1 adjacent
7 enemy. At end of that enemy’s next turn, if it is not 5 6 Champion Powers ❑ ❑
5
adjacent to this creature, it takes 15 damage. ❖ Use at start of an enemy’s turn: If that creature
HP HP HP
makes an attack this turn before moving 2 or more HP
90 30 75 squares from its starting position, it takes 10 15
“Its voice was like wind in a canyon, its sword like the psychic damage.
BLOOD BLOOD BLOOD BLOOD
searing sun.”—Ellund’s Chronicle “Company, form ranks!” ❖ Use when an enemy or ally scores a critical hit Dying is brief, but death is forever.
45 15 35 5
against an enemy: Target is also Stunned.

79 7 59 4
©2008 Wizards, 9/60 ★ ©2008 Wizards, 10/60 ● ©2008 Wizards, 38/60 ★ ©2008 Wizards, 39/60 ●

Snig, Worg Rider CR Steelheart Archer Terror Wight Tiefling Blademaster CR


Level 11 ✦ Goblin • Martial • Mounted (Unique) 1 Level 6 ✦ Elf • Martial Level 7 ✦ Wight • Undead Level 8 ✦ Tiefling • Martial 2
Attacks Attacks Attacks Attacks
AC M Battleaxe: +16 vs. AC; 20 damage. AC M Short Sword: +13 vs. AC: 10 damage. AC M Lifethirst: +15 vs. AC; 10 + 5 necrotic damage AC M Rapier: +15 vs. AC; 15 damage.
25 m Mounted Attack: Move up to its current speed and 18 r Longbow: (sight) +13 vs. AC; 15 damage.
23 AND this creature heals 5 HP. 22
FORT make 1 M attack at any time during that move. FORT FORT M Mark of Terror: +13 vs. Will; 10 necrotic FORT Powers
23 16 Powers 21 damage AND target grants combat advantage to 18 Aggressive 5: +5 Damage while not bloodied.
Powers
REF REF Elven Step: Ignores the extra cost for entering REF this creature and each Wight ally until end of REF
23 Strength in Numbers 2: Your warband’s creature limit is
16 21 18 Champion Powers ❑ ❑
increased by 2. difficult terrain while shifting. battle (Fear).
❖ Use at start of round: You roll 1 additional d20
WILL Devoted Followers: Use when an enemy targets this WILL WILL WILL
23 creature with an attack: Redirect that attack to 1 adjacent 16 21 Powers 18 when determining initiative this round.
active Goblin ally as in immediate action. Vulnerable 5 Radiant ❖ Use when this creature damages an enemy with
Wight's Drain: Use when this creature destroys a an attack: Each ally has +2 Attack and +5 Damage
SPEED
Champion Powers ❑ SPEED SPEED living enemy: Roll 1d20. On 1-15, this creature SPEED until end of round.
8 ❖ Use at start of any creature’s turn: Up to 2 Goblin allies 6 6 heals 10 HP and can shift into the destroyed 6
within line of sight of this creature move to a space
adjacent to this creature. creature's space. On 16-20, put a new Wight
creature with cost of 20 or less as part of your
❖ Use at start of round: This creature and each Goblin ally
HP HP HP warband in the space occupied by the enemy HP
70 have +2 Attack and +5 Damage until end of round.
Warband Building: Goblin creatures of any faction and
30 40 before being destroyed. It is considered part of 55
BLOOD alignment are legal in your warband. BLOOD BLOOD your warband and to have activated this round. BLOOD
“The sword or the bow. The choice is yours.” He delights in the carnage he sows.
35 15 20 25

42 15 20 27
©2008 Wizards, 40/60 ★ ©2008 Wizards, 22/60 ◆ ©2008 Wizards, 41/60 ● ©2008 Wizards, 58/60 ◆

DDM-009 War Drums. Page 6 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Troglodyte Thug War Troll Warbound Impaler Warduke
Level 4 ✦ Troglodyte Level 13 ✦ Troll • Martial Level 13 ✦ Plant Level 14 ✦ Human • Martial (Unique)

Attacks Attacks Attacks Attacks


AC M Club: +9 vs. AC; 10 damage. AC M Serrated Sword: +17 vs. AC; 25 damage. AC M Claw: +20 vs. AC: 15 damage. AC M Bastard Sword: +17 vs. AC; 20 damage.
20 27 r Greatbow: (sight) +15 vs. AC; 15 damage.
27 m Impaling Spines: +18 vs. Fortitude; 15 damage
24 r Intimidating Glare: Minor action: (nearest) +17
FORT Powers FORT FORT FORT
AND Immobilized (save ends). vs. Will; target has –4 to all defenses until this
18 Stench: (Aura 1) Living, non-Troglodyte enemies 25 Powers 25 20 creature takes damage.
❑ c Whirlwind of Thorns: (burst 2) +18 vs.
REF and allies in aura have –2 Attack. REF Crippling Slash: Use when this creature hits a living REF REF
Reflex: 10 damage AND Slowed (save ends).
18 25 enemy with a m attack: If the attack roll was a 25 20 Powers
WILL WILL natural 17-20, target is also Immobilized and takes WILL Powers WILL Blindsight: Ignores Conceal; treats invisible
18 25 ongoing 10 damage (save ends both). 25 Forest Walk: Ignores the extra cost for entering 20 creatures as visible.
❑ Regeneration 10: Use at start of this creature's forest terrain. Bloodthirsty: +5 Damage with m attacks against
turn: This creature heals 10 HP. Aura of Thorns: (Aura 1) Enemies that enter a bloodied targets.
SPEED SPEED SPEED square in aura or that start a turn in aura take 10 SPEED Methodical Killer 20: +20 Damage with m attacks
6 6 6 damage. 6 against the lowest-level enemy in play.
Cleave: Use when this creature destroys an enemy
with a m attack: Make 1 M attack as an immediate
HP HP HP HP
35 80 80 100 action.
The troglodyte’s putrid musk has “Trust a wizard to breed a better troll.”
BLOOD BLOOD BLOOD BLOOD
overcome many a foe. —Lidda, halfling rogue A living siege engine and a druid’s best friend.
15 40 40 50

11 69 52 70
©2008 Wizards, 59/60 ● ©2008 Wizards, 42/60 ★ ©2008 Wizards, 23/60 ★ ©2008 Wizards, 60/60 ★

Warforged Barbarian Warforged Bodyguard Warforged Captain CR Warforged Scout


Level 12 ✦ Warforged • Primal Level 9 ✦ Warforged • Construct • Martial Level 12 ✦ Warforged • Construct • Martial 2 Level 3 ✦ Warforged • Construct • Stealth

Attacks Attacks Attacks Attacks


AC M Greatsword: +15 vs. AC; 25 damage. AC M Warhammer: +16 vs. AC; 15 damage. AC M Greataxe: +19 vs. AC; 15 +5 lightning damage AC M Short Swords: +10 vs. AC; 10 damage.
22 25 28 AND Construct target is Slowed (save ends). 19
FORT Powers FORT Powers FORT FORT Powers
24 Immune Poison 21 Bodyguard: Use when an enemy targets an ally 24 Powers 17 Scout
REF Bladed Rage 5: Use at start of this creature’s turn: 1 REF adjacent to this creature with an attack: Redirect REF Battlefield Focus: (Aura 5) Each Warforged ally in REF Hide: If this creature has ranged cover other than
20 adjacent enemy takes 5 damage. 21 that attack to this creature as an immediate 24 Aura has Immune Confused. 17 from intervening creatures against a nonadjacent
action. enemy, it is invisible to that enemy.
WILL Fortified Armor: Use when an enemy or ally scores WILL WILL Champion Powers ❑ ❑ WILL
20 a critical hit against this creature: This creature 21 ❑ Reinforced: Use when an enemy or ally scores a 24 17 Sneak Attack 5: +5 Damage against targets
critical hit against this creature: That attack is a hit ❖ Use at start of round: Choose 1 enemy. Each ally
takes 10 less damage from that attack (minimum granting it combat advantage.
instead. has +2 Attack and +5 Damage against that enemy
10 damage).
until end of round.
SPEED SPEED SPEED SPEED
6 6 6 ❖ Use after an ally hits with a m attack: If the attack 6
roll was a natural 18-20, target is also Stunned.

HP HP HP HP
90 60 75 30
“I was created to fight, and I will not stop The nimble warforged scout is part spy,
BLOOD BLOOD BLOOD BLOOD
until I am free.” “You’ll get to my commander—over my dead body.” None are more composed on the battlefield. part light infantry.
45 30 35 15

49 32 46 8
©2008 Wizards, 24/60 ★ ©2008 Wizards, 11/60 ◆ ©2008 Wizards, 12/60 ◆ ©2008 Wizards, 13/60 ◆

DDM-009 War Drums. Page 7 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Warpriest of Moradin CR Wemic Barbarian Wood Elf Ranger Zakya Rakshasa
Level 11 ✦ Dwarf • Divine 3 Level 13 ✦ Wemic • Primal Level 8 ✦ Elf • Martial Level 10 ✦ Rakshasa

Attacks Attacks Attacks Attacks


AC M Maul: +18 vs. AC; 20 damage. AC M Greatspear: (reach 2) +18 vs. AC; 20 damage. AC M Scimitar: +13 vs. AC; 15 damage. AC M Longsword: +17 vs. AC; 15 damage.
27 r Returning Throw: (range 5) +15 vs. AC; 15
25 m Spear and Claw: +15 vs. AC; 15 damage AND
22 ❑ m Scimitar and Short Sword: Make 1 M attack.
25 ❑ m Hobbling Strike: Usable on opportunity
FORT damage. FORT Followup: +13 vs. AC; 15 damage. FORT If that attack hits, shift up to 1 square, then make 1 FORT attacks. +15 vs. AC; 10 damage AND Immobilized.
23 23 20 M attack against the same target. 22 Q when a champion ally first becomes bloodied.
REF Powers REF Powers REF REF
23 Favored of Moradin: (Aura 5) Dwarf allies in aura 23 Immune Fear: Not affected by Fear effects. 20 Powers 22 Powers
WILL have +2 to all defenses. WILL Hunter 10: +10 Damage with m attacks while WILL Elven Step: Ignores the extra cost for entering WILL ❑ Allies as Bait: Use when this creature uses Brutal
23 ❑ ❑ Moradin's War Cry: Use when an enemy 23 adjacent to only 1 enemy. 20 difficult terrain while shifting. 22 Defender: The attack granted by that power is a
misses an ally within 5 squares of this creature with critical hit.
a m attack: That ally makes 1 M attack as an Brutal Defender: Use when an adjacent enemy
SPEED immediate action. SPEED SPEED SPEED damages an ally with a m attack: Make 1 M attack
6 8 6 7 against that enemy as an immediate action.
Champion Powers ❑ ❑ ❑
❖ Use before an ally rolls a saving throw: That
HP saving throw succeeds. HP HP HP
70 ❖ Use when an ally hits with a m attack: +10 95 55 65
“As the winter wind sweeps through the trees,
BLOOD Damage on that attack. +20 Damage on that BLOOD
“What you call a battlefield, I call a playground.” BLOOD
so shall my blades sweep through you.” BLOOD
“You first.”
35 attack instead against a Giant target. 45 25 30

49 53 23 36
©2008 Wizards, 14/60 ◆ ©2008 Wizards, 25/60 ★ ©2008 Wizards, 26/60 ● ©2008 Wizards, 43/60 ★

War Drums
Design: D. Garry Stupack (Lead), Jason Lioi, Sven
Myrin
Development: Peter Lee (Lead), Paul Grasshof
Graphic Designers: Joel Broveleit, Kevin Tatroe
Special Thanks: Andy Clautice, Jesse Dean,
Michael Derry, Robert Hatch, Jason Lioi, Patrick
Lynch, Steven Montano, Sven Myrin, Louis C.
Sasha, Jason Sallay, D. Garry Stupack, Steve
Townshend.

Dungeons & Dragons, D&D, D&D Miniatures, Wizards of the


Coast are trademarks of Wizards of the Coast, Inc. and used
under license. All Wizards character names, and the distinct
likenesses thereof are property of Wizards of the Coast, Inc. This
material is protected under the copyright laws of the United
States of America. © 2009 DDM Guild and Wizards of the Coast.
This DDM Guild product contains no Open Game Content.
These cards are current as of July 20, 2009.

DDM-009 War Drums. Page 8 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.

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