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Angel of Valor Ascendant Hellsword CR Balhannoth Bralani CR

Level 8 ✦ Angel Level 11 ✦ Cambion • Devil 3 Level 13 ✦ Aberrant Level 9 ✦ Eladrin • Fey • Noble 3
Attack Actions Attack Actions Attack Actions Attack Actions
AC M Lightning Blades: +12 vs. AC or +12 vs. Reflex; AC M Two-Bladed Sword: +14 vs. AC; 20 fire AC M Tentacle Slam: +16 vs. AC; 20 damage. AC M Longsword: +17 vs. AC; 20 damage.
25 15 damage. 22 damage OR 20 cold damage. 27 ❑ m Tentacle Flail: Make 1 M attack against each
23 c Whirlwind Arrow: (line 10) +15 vs. Reflex; 15
FORT ❑ c Lightning Strike: Make 1 attack against each FORT m Infernal Slash: Make 1 attack against each FORT enemy within Reach. Q at start of this creature’s FORT damage, 5 damage on miss.
21 adjacent enemy, +11 vs. Fortitude; 20 lightning 25 adjacent enemy, +12 vs. AC; teleport target up to 23 turn if no more than 1 enemy is within its Reach. 21
REF damage AND Stunned. Q when this creature first REF 3 squares, then target takes 20 fire damage or 20 REF REF Powers
21 becomes bloodied. 25 cold damage. 23 Powers 21 Vulnerable 5 Necrotic
WILL WILL WILL Reach 3 WILL
25 Powers 25 Powers 27 21 Champion Powers ❑ ❑ ❑
Reality Burst: Whenever this creature starts its turn:
Immune Fear: Not affected by Fear effects. Resist 10 Fire Roll 1d20. On 1-10, this creature teleports up to ❖ Use at start of this creature’s turn: Each enemy
Soul Shroud: Use when this creature is attacked by 10 squares as an immediate action; on 11-20, this with Flight is Slowed until end of round.
SPEED SPEED a r attack: This creature has +4 AC and +4 Reflex SPEED creature makes a M attack as an immediate SPEED ❖ Use when any creature makes an attack, if the
F8 F8 against that attack. 4 action. F6 attack roll is a natural 16-20: This creature and
❑ ❑ Warp: Use when an enemy within 3 squares of each ally has +4 Attack until end of round.
Champion Powers ❑ ❑ ❑
this creature makes a non-M attack: Attacker rolls
HP HP ❖ Use when this creature destroys an enemy HP 1d20. On 1-9, that attack becomes a miss instead, HP
55 105 occupying a victory area: You score 10 VP. 50 then this creature pulls that enemy up to 1 60
“If angels are the pets of the gods, as I’ve Autumn’s chill winds bear him aloft, buffet his
BLOOD
asserted, then angels of valor are lapdogs.” BLOOD ❖ Use after rolling initiative, if you win: You can BLOOD square. BLOOD
enemies, and carry his arrows singing home.
25 — Arvus Gahnd, Blasphemies 50 activate 1 extra creature during your first turn this 25 30
round.

30 96 53 43
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Bugbear Headreaver Bulette Champion of Baphomet CR Chillborn


Level 7 ✦ Bugbear Level 9 ✦ Beast Level 13 ✦ Minotaur 3 Level 6 ✦ Undead • Cold

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Battleaxe: +10 vs. AC; 20 damage. AC M Bite: +14 vs. AC; 20 damage. AC M Maze Hammer: +19 vs. AC; 30 damage AND AC M Slam: +13 vs. AC; 15 + 5 cold damage AND
19 27 c Earthcrest: Use only if this creature has moved at
23 push target up to 2 squares. 18 Followup: +10 vs. Fortitude; Immobilized.
FORT Powers FORT FORT m Bewildering Strike: +15 vs. Will; 25 damage FORT
least 3 squares from its starting position this turn:
17 Evil Soul: Whenever this creature hits with an 26 26 16 Powers
Make 1 attack against each enemy within 2 AND target makes a M attack as though
REF attack while an Evil champion ally is in play: +5 REF squares, +15 vs. AC; 20 damage. REF Dominated. REF Immune Poison; Vulnerable 5 Radiant
17 Damage on that attack. 22 22 16 Ice Reaper: Whenever this creature hits an
WILL Headhunter: Use when this creature makes a M WILL WILL
Powers WILL Immobilized target: +5 cold damage on that
17 attack: If that attack destroys an enemy, you score 22 22 Reach 2 16 attack; +10 cold damage on that attack instead if
10 VP; otherwise, you lose 5 VP. Ferocity: Use when this creature is destroyed: This a Cold creature is within 5 squares of this creature.
creature makes a M attack as an immediate
SPEED SPEED SPEED action. SPEED
7 B6 7 4
Champion Powers ❑ ❑ ❑
❖ Use when any creature misses with an attack
HP HP HP while charging: Reroll that attack. HP
65 90 95 ❖ Use when a bloodied ally hits with a m attack: +15 45
“Was this your friend? Trade his head for yours.” The earth is their sea, and they are murderous Chillborn are the cold of the grave, given just
BLOOD BLOOD
sharks to any who walk the land. BLOOD damage on that attack. BLOOD
enough motivation to hunt and to kill.
30 45 45 20

24 59 66 18
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DDM-015 Dungeons of Dread. Page 1 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Cleric of Pelor CR Deathjump Spider Death Knight CR Defiant Rake
Level 8 ✦ Human • Divine 3 Level 4 ✦ Spider • Beast Level 13 ✦ Undead • War 2 Level 5 ✦ Human • Martial

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Shining Mace: +15 vs. AC; 15 radiant damage. AC M Bite: +8 vs. AC: 10 damage. AC M Greatsword: +20 vs. AC; 20 damage. AC M Rapier: +10 vs. AC; 10 damage.
22 18 m Death from Above: Move up to 6 squares as
29 ❑ a Unholy Flames: (radius 2 within 10) +14 vs. 19 r Hand Crossbow: (range 10) +12 vs. AC; 10
FORT Powers FORT FORT Fortitude; 20 necrotic damage OR 20 fire damage. FORT
though with Flight, then make 1 attack; +11 vs. damage.
20 Aura of Radiance: Use when an ally within 5 16 AC; 10 damage AND 10 ongoing poison damage 27 16
squares of this creature hits with a m attack: +5 Powers Powers
REF REF (save ends). REF
Immune Poison; Vulnerable 10 Radiant
REF
20 Radiant Damage on that attack. 16 27 20 Sneak Attack 10: Whenever this creature hits a
Powers Bloodthirsty: Whenever this creature makes a m attack
WILL Combat Healing: Use when a living ally within 5 WILL WILL against a bloodied target: +5 Attack on that attack. WILL target granting it combat advantage: +10 Damage
20 squares of this creature makes a m attack, if the 16 ❑ Agile Leap: Use when an enemy declares an 27 Death’s Right Hand: Use when a lower-level Undead ally
16 on that attack.
attack roll is a natural 16-20: That ally heals 15 HP. opportunity attack against this creature: That within 10 squares of this creature makes a m attack: +2 ❑ Wicked Dodge: Use when an enemy attacks this
opportunity attack misses. Attack on that attack. creature with a m attack, if the attack roll is a natural
Champion Powers ❑ ❑ ❑
SPEED SPEED SPEED SPEED 1-9: That attack misses, then you may reroll that
6 ❖ Use when a living ally ends its turn in one of your 6 5 Champion Powers ❑ ❑ 6 attack against a different target.
victory areas: That ally heals 15 HP. ❖ Use when an Undead ally hits with a m attack: +20
❖ Use when this creature is attacked: This creature Damage on that attack.
HP and each ally has +2 Attack against attacker until HP HP ❖ Use at start of an enemy’s turn, if that enemy is adjacent HP
55 35 80 to this creature: That enemy takes 10 damage and cannot 40
end of battle.
After seeing the deathjump spider attack, move to a square farther from this creature than its “Ouch! How unlucky for your friend. And I
BLOOD BLOOD BLOOD starting position this turn. BLOOD
no one can wonder how it got its name. thought you were aiming at me.”
25 15 40 Warband Building: Evil Undead creatures of any faction 20
are legal in your warband.

32 11 65 15
©2008 Wizards, 3/60 ◆ ©2008 Wizards, 54/60 ● ©2008 Wizards, 7/60 ★ ©2008 Wizards, 43/60 ◆

Dire Wolf Drow Spiderguard Drow Wand Mage CR Dwarf Shieldmaiden


Level 5 ✦ Wolf • Beast • Dire Level 8 ✦ Drow Level 11 ✦ Drow • Arcane 2 Level 12 ✦ Dwarf • Martial

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Bite: +10 vs. AC; 15 damage. AC M Frostburn Longsword: +13 vs. AC; 10 + 5 cold AC M Dagger: +13 vs AC; 10 damage. AC M Warhammer: +18 vs. AC; 20 damage.
18 23 damage. 21 ❑ r Icy Ray: Make up to 3 attacks, each against a 27
FORT Powers FORT FORT different target, (range 10) +11 vs. Fortitude; 25 cold FORT Powers
19 Bring Down Prey: Whenever this creature hits a 20 Powers 24 damage AND Slowed. Q at start of this creature’s turn if 24 Bloody Critical 18+: Scores critical hits on attack
no enemy is adjacent to it.
REF target adjacent to a Wolf ally: That target is REF Deadly Patience: Whenever this creature makes an REF REF rolls of natural 18-20 against bloodied targets.
a Wand Blast: (radius 1 within sight) +13 vs. Reflex; 20
15 Immobilized. 24 attack against a target that has activated this 24 damage.
20 ❑ Deny the Weak: Use when this creature is hit by
WILL Gnaw: Whenever this creature hits an Immobilized WILL
round: +2 Attack and +10 Damage on that attack. WILL WILL an adjacent bloodied enemy: Reroll that attack.
15 target: +10 Damage on that attack. 20 Rapid Advance: Use after an enemy adjacent to 24 Powers 20
this creature shifts (no more than once per turn): Combat Teleport: Use when a m attack misses this creature:
This creature shifts as a free action. Teleport attacker up to 3 squares.
SPEED SPEED SPEED Feyweave: Whenever this creature is targeted by a r SPEED
8 7 6 attack: This creature has +4 Attack to all defenses against 5
that attack.

Champion Powers ❑ ❑
HP HP HP HP
❖ Use at start of round: Each Evil ally scores critical hits
40 50 45 against bloodied targets on attack rolls of natural 16-20 75
It’s like a whole wolf pack A sudden bite of cold steel in the dark, the Dwarf soldiers stand like a bulwark
BLOOD BLOOD BLOOD until end of round. BLOOD
crammed into one ferocious package. spiderguard is the hunter among the web spinners. against waves of unworthy foes.
20 25 20 ❖ Use when an ally misses with an attack that deals cold or 35
necrotic damage: Reroll that attack.

16 26 50 49
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DDM-015 Dungeons of Dread. Page 2 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Dwarf Warlord CR Elf Archer Emerald Orb Wizard Ettin Jack-of-Irons
Level 12 ✦ Dwarf 3 Level 2 ✦ Elf Level 9 ✦ Human • Arcane Level 10 ✦ Ettin • Giant

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Dwarven Waraxe: +19 vs. AC; 20 damage. AC M Shortsword: +7 vs. AC; 5 damage. AC M Dagger: +8 vs. AC; 5 damage. AC M Club: +15 vs. AC; 20 damage.
26 ❑ m Drive Into Peril: +19 vs. AC; 30 damage AND
13 r Longbow: (sight) +8 vs. AC; 10 damage.
20 c Orb Blast: Each enemy adjacent to this
23
FORT FORT FORT FORT Powers
push target up to 2 squares. Then, if target is creature takes 10 damage.
28 pushed 1 or more squares, 1 ally adjacent to 11 Powers 23 23 Reach 2
❑ a Shard Storm: (radius 2 within 10) +7 vs.
REF target can make a M attack against target as a REF Archer’s Mobility: Whenever this creature makes a REF Reflex; 25 damage. Hit or miss, 1 clear square in REF Awareness: Can make opportunity attacks
24 free action. Q at end of this creature’s turn if it is 11 r attack, if it is 4 or more squares from its starting 23 area becomes difficult terrain until end of battle. 19 against enemies for shifting out of an adjacent
WILL adjacent to 2 or more enemies. WILL position this turn: +2 Attack on that attack. WILL WILL square.
a Sudden Spikes: (radius 2, nearest) +11 vs.
24 ❑ r Crossbow: (nearest) +14 vs. AC; 15 damage. 15 23 Reflex; 20 damage, +10 damage if target occupies
23 Multi-Activation 2: Can activate twice each
difficult terrain. round.
Champion Powers ❑ ❑ ❑
SPEED ❖ Use when an ally makes an attack, if the attack SPEED SPEED Powers SPEED
5 roll is a natural 18-20: That attack is a critical hit. 7 7 Orb Ward: Use when an enemy misses this creature 4
❖ Use when this is the first creature you take a turn with a m attack: That enemy takes 15 damage.
with in a round: Each Dwarf creature in your
HP warband has +2 Speed and +2 Attack until end of HP HP HP
80 round. 20 40 100
Elf arrows strike without warning, hitting the mark Double trouble.
BLOOD BLOOD BLOOD BLOOD
faster than the sound of their flight reaches the ears.
40 10 20 50

58 5 33 71
©2008 Wizards, 1/60 ◆ ©2008 Wizards, 6/60 ● ©2008 Wizards, 44/60 ★ ©2008 Wizards, 38/60 ★

Everfrost Ranger Eye of Flame Fen Hydra Gargoyle


Level 9 ✦ Human • Martial Level 13 ✦ Beholder Level 12 ✦ Hydra • Beast Level 9 ✦ Gargoyle • Earth

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Two-Weapon Slash: +12 vs. AC; 20 damage. AC M Bite: +16 vs. AC; 10 damage. AC M Bite: +16 vs. AC; 20 damage. AC M Claw: +13 vs. AC; 15 damage.
23 ❑ m Whirlwind of Steel: Make 1 attack against
26 r Eye Rays: Make 2 attacks, each against a different 24 m New Heads: Use only while bloodied: Make 2 M
23 m Stonesoul Frenzy: Use only if this creature is in
FORT FORT target and with a different effect. FORT FORT
each adjacent enemy, +10 vs. AC; 25 damage. attacks. Stone Form at start of its turn: Move up to its
21 r Frost Longbow: (nearest) +10 vs. AC; 10 + 5
26 Fear: (Fear) (range 8) +13 vs. Will; target moves its current 24 22 current speed and make 1 attack against each
REF REF
speed away from this creature AND target has -2 Attack
REF Powers REF enemy occupying squares entered during that
cold damage. against Beholder targets (save ends).
21 26 20 Reach 3 22 move, +11 vs. Reflex; 15 damage AND Slowed.
Fire: (range 8) +15 vs. Reflex; 25 fire damage.
WILL Powers WILL WILL Multi-Activation 2: Can activate twice each WILL
21 Bloody Critical 18+: Scores critical hits on attack 26 Telekinesis: (range 8) +13 vs. Fortitude; 15 damage AND
20 round. 22 Powers
slide target up to 4 squares.
rolls of natural 18-20 against bloodied targets. Stone Form: Replaces attack action: This creature
c Cinder Cone: (blast 5) +15 vs. Reflex; 20 fire damage, Ponderous: Cannot shift.
cannot move, cannot attack, does not threaten
❑ Counterattack: Use after an enemy hits this 10 fire damage on miss.
SPEED SPEED SPEED SPEED enemies, has Resist 20 All, and does not score
creature with a m attack: This creature makes a M
8 attack with +2 Attack against that enemy as a free F5 Powers 3 F7 victory points for occupying one of your victory
❑ Eye Ray Frenzy: Use before this creature takes an Eye areas. This creature can end Stone Form as a
action.
Rays attack action, if this creature is bloodied: This creature replaces move action.
HP HP makes 3 attacks instead of 2 with Eye Rays this turn. HP HP
60 90 Firestarter: Use when an ally makes an attack that can deal 115 50
The rangers of the Everfrost are as unforgiving fire damage: +2 Attack on that attack. Neither dragon nor serpent, the hydra is far
BLOOD BLOOD BLOOD BLOOD
and hard as the tundra from which they hail. more fearsome than a combination of both.
30 45 55 25

31 61 93 29
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DDM-015 Dungeons of Dread. Page 3 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Giant Centipede Gnoll Marauder Goblin Picador Grick
Level 4 ✦ Beast Level 6 ✦ Gnoll Level 2 ✦ Goblin Level 5 ✦ Aberrant • Beast

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Bite: +9 vs. AC; 15 damage. AC M Spear: +9 vs. AC; 20 damage. AC M Harpoon: +8 vs. AC; 10 damage. AC M Tentacle Rake: +8 vs. AC; 15 damage.
19 17 18 r Thrown Harpoon: (range 6) +6 vs. Reflex; 10
16
FORT Powers FORT Powers FORT FORT Powers
damage AND Immobilized.
15 Defensive Mobility: Whenever this creature is 18 Headstrong: Whenever this creature makes an 14 13 Resist 5 All
REF targeted by an opportunity attack while moving: +5 REF attack while no higher-level ally is within 5 squares: REF Powers REF Bloodlust: Cannot move and cannot attack a
15 AC against that attack. 14 +2 Attack on that attack. 14 ❑ Battle Training: Use during your set-up, if your 13 non-bloodied enemy while adjacent to a bloodied
WILL Scuttle +4: +4 Speed while moving, if each WILL Stabbing Frenzy: Whenever this creature hits with WILL warband has a Hobgoblin champion: This creature WILL enemy.
15 square entered during that move is adjacent to a 14 an attack while it is bloodied: +5 damage on that 14 has maximum 30 HP instead of 20 HP and is 17 Evil Resonance: Whenever this creature makes an
wall. attack. bloodied at 15 HP instead of 10 HP. attack while within 5 squares of an Evil ally: +2
Wriggle 3: Cannot attack on its turn while less Attack on that attack.
SPEED than 3 squares from its starting position that turn. SPEED SPEED SPEED
4 7 6 6

HP HP HP HP
35 60 20 45
Primeval in form, size, and purpose, the centipede When the gnolls come, your choices are simple: Just as in a bullfight, the goblin picador softens The grick expresses the madness of the Far Realm
BLOOD BLOOD BLOOD BLOOD
is an exemplar of evolutionary efficiency. Fight, flee, or perish. targets for his allies. Unfortunately, you’re the bull. in simple, predatory brutality.
15 30 10 20

9 18 6 14
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Griffon Halfling Paladin Hook Horror Howling Hag


Level 7 ✦ Griffon • Beast Level 7 ✦ Halfling • Divine Level 13 ✦ Aberrant Level 7 ✦ Hag

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Claw: +11 vs. AC; 15 damage. AC M Longsword: +12 vs. AC; 15 damage. AC M Hook: +15 vs. AC; 20 damage. AC M Staff: +9 vs. AC; 10 damage.
18 m Ripping Beak: Use only if this creature is
23 m Vindicating Blow: +12 vs. AC; 15 damage AND
25 m Latch On: (non-adjacent, Medium or smaller
19 r Shriek of Pain: (blast 5) +10 vs. Fortitude; 15
FORT bloodied: Make 2 M attacks against the same FORT this creature or 1 living ally within 5 squares of FORT target only) +13 vs. Fortitude; 30 damage AND FORT damage, +5 damage for each 10 HP below its
19 target. If both attacks hit, +10 Damage on the 20 this creature heals 10 HP. 24 pull target up to 1 square. 18 maximum HP this creature is at; half total damage
REF second attack. REF REF m Thresh: Use only while not adjacent to any REF on miss.
19 20 Powers 20 18
enemies: Make 2 M attacks. ❑ a Baleful Whispers: (radius 1 within 10) +10
Powers Immune Fear: Not affected by Fear effects.
WILL WILL WILL WILL vs. Will; 20 damage AND target takes 10 damage
19 Immune Fear: Not affected by Fear effects. 20 Charge Protection: (Aura) Enemies cannot charge 20 Powers 22 at start of each of its turns until it ends its turn
Thunder Charge: Whenever this creature makes an allies within 5 squares of this creature. Reach 2 further away from this creature than its starting
attack while charging: +4 Attack on that attack. ❑ Second Chance: Use after this creature makes an Evil Soul: Whenever this creature hits with an position that turn. Q at start of round if no
SPEED SPEED attack: Reroll that attack. SPEED attack while an Evil champion ally is in play: +5 SPEED creatures are affected by this creature’s Baleful
F8 5 6 Damage on that attack. 5 Whispers.
Lethal: Whenever this creature makes an attack Powers
against a bloodied target: +4 Attack on that attack.
HP HP HP HP ❑ Earthwalk: Replaces move action: This creature
60 60 95 45 teleports up to 5 squares. Q at start of this
A bolt of fur, feathers, and claws, the griffon Some consider “halfling piety” to be an oxymoron,
BLOOD BLOOD BLOOD BLOOD creature’s turn if it is not adjacent to any creatures.
fearlessly plunges from the sky for the kill. but few can doubt the strength faith lends such a
30 30 stouthearted warrior of such small stature. 45 20

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DDM-015 Dungeons of Dread. Page 4 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Human Fighter Ice Archon Immolith Iron Defender
Level 7 ✦ Human • Martial Level 14 ✦ Elemental • Cold Level 15 ✦ Demon • Undead • Fire Level 3 ✦ Beast • Construct

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Greatsword: +13 vs. AC; 15 damage. AC M Icy Warhammer: 19 vs. AC; 20 cold damage AC M Claw: +18 vs. AC; 20 damage AND Followup: AC M Iron Jaws: +10 vs. AC; 10 damage.
22 m Confidence-Building Strike: +13 vs. AC; 15
29 AND Slowed. 27 +18 vs. Fortitude; pull target adjacent to this 19
FORT FORT FORT creature. FORT Powers
damage, this creature has cumulative +1 Attack
21 25 Powers 27 19 Immune Poison
until end of battle on miss.
REF REF Resist 10 Cold REF
Powers REF Defender: Use when an enemy adjacent to this
❑ m Death Blow: (bloodied target only) +13 vs.
17 AC; 30 damage. Q when this creature causes an 25 Icy Ground: (Aura) Each square adjacent to this 27 Reach 4; Immune Poison; Resist 15 Fire; 15 creature makes a m attack against an ally: This
creature counts as difficult terrain for non-Cold Vulnerable 10 Radiant creature makes a M attack against that enemy as
WILL enemy to become bloodied with an attack. WILL WILL WILL
17 25 enemies. 27 Pale Fire: Use when an enemy starts its turn 15 an immediate action.
Icy Wallop: Whenever this creature makes an attack adjacent to this creature: That enemy takes 15 fire
against a target with a current speed less than its damage or 15 necrotic damage.
SPEED SPEED normal speed: +4 Attack on that attack. SPEED Roiling Flames: (Aura) Each square within 2 SPEED
5 8 8 squares of this creature counts as difficult terrain 8
for enemies.

HP HP HP HP
55 85 90 30
A skilled fighter is to a common soldier The relentless hammer of an unyielding glacier, Your best friend... tough as nails
BLOOD BLOOD BLOOD BLOOD
what a tiger is to a housecat. the frozen essence of remorseless malice. and never needing kibble.
25 40 45 15

24 66 83 8
©2008 Wizards, 35/60 ◆ ©2008 Wizards, 29/60 ◆ ©2008 Wizards, 15/60 ★ ©2008 Wizards, 36/60 ●

Kobold Archer Lamia Magma Brute Mind Flayer Scourge CR


Level 2 ✦ Kobold Level 12 ✦ Fey • Undead Level 13 ✦ Elemental • Fire Level 11 ✦ Mind Flayer • Mastermind 2
Attack Actions Attack Actions Attack Actions Attack Actions
AC M Dagger: +5 vs. AC; 5 damage. AC M Touch: +16 vs. Fortitude; 10 damage AND AC M Slam: +15 vs. AC; 20 + 10 fire damage. AC M Dagger: +12 vs. AC; 15 damage.
18 r Shortbow: (nearest) +7 vs. AC; 10 damage.
28 Death Beetle Contagion (see below). 26 m Power Windup: (non-adjacent target only) +15
23 r Focused Mind Blast: (range 5) +15 vs. Will; 20
FORT FORT ❑ m Swarm’s Embrace: +16 vs. Fortitude; 15 FORT vs. AC; 20 + 20 fire damage. FORT psychic damage AND Stunned.
16 Powers 24 damage AND Death Beetle Contagion (see 26 23
❑ c Mind Blast: (blast 5) +15 vs. Will; 20 psychic
REF Defensive Mobility: Whenever this creature is REF below). Q when this creature destroys an enemy. REF Powers REF damage AND Stunned, 10 psychic damage on
20 targeted by an opportunity attack while moving: +5 24 r Swarm Spray: (range 6) +16 vs. Fortitude; 15 22 Reach 2; Resist 10 Fire 23 miss. Q when this creature damages a Stunned
WILL AC against that attack. WILL damage AND Death Beetle Contagion (see WILL Suceptible Cold: Whenever this creature is hit by WILL enemy.
16 ❑ First Arrow: Use during your set-up: This 24 below). 22 an attack that deals 25 or more cold damge: This 31
creature has +2 Attack and +5 Damage on r creature is Slowed until end of battle. Champion Powers ❑ ❑
attacks until it is attacked. Powers ❖ Use when this creature makes an attack against a
SPEED SPEED Swarm: Whenever this creature is hit by a m or r SPEED SPEED Stunned enemy: +4 Attack and +10 Damage for
6 7 attack: This creature takes half damage from that 4 7 that attack.
attack. ❖ Use after rolling initiative, if any player’s result is a
Death Beetle Contagion: (Condition) At start of natural 1-2: This creature and each ally has +4
HP HP affected creature’s turn, it and each ally adjacent HP HP Attack until end of round.
20 80 to it takes 10 damage. Ends when affected 90 85
An archer is the embodiment of kobold battle Indiscriminate volcanic fury rises hotly to slaughter
BLOOD
strategy. Why go toe-to-toe when an arrow BLOOD creature ends its turn 10 or more squares from the BLOOD
with the combined power of fire and stone. BLOOD
10 from the darkness works better? 40 creature that caused this condition. 45 40

6 98 57 90
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DDM-015 Dungeons of Dread. Page 5 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Oni Orc Raider Rakshasa Baron CR Runecarved Eidolon
Level 10 ✦ Giant Level 3 ✦ Orc Level 14 ✦ Rakshasa • Arcane • Mastermind 3 Level 13 ✦ Construct

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Greatsword: +15 vs. AC; 20 damage. AC M Battleaxe: +6 vs. AC; 15 damage. AC M Claw: +21 vs. AC; 15 damage. AC M Slam: +18 vs. AC; 30 damage.
21 ❑ c Freezing Blast: (blast 5) +15 vs. Fortitude; 20
15 28 r Mind Twist: (range 20) +19 vs. Will; 20 damage
23 r Divine Retribution: (nearest) +12 vs. Reflex; 30
FORT FORT Powers FORT FORT
cold damage. AND Dazed. damage.
20 13 Opportunist: Use when a bloodied enemy adjacent 23 20
❑ c Lightning Bolt: (line 10) +15 vs. Reflex; 20 ❑ a Thundering Phantom: (radius 1 within 10)
REF REF to this creature misses with a m attack: This creature REF REF Powers
lightning damage. +17 vs. Will; 20 psychic damage OR Stunned
20 13 makes a M attack against that enemy as a free 23 (opponent’s choice) 20 Reach 2; Immune Poison
Powers action.
WILL WILL WILL WILL Divine Beacon: Replaces attack action: Each ally
20 Reach 2 13 27 Powers 20 has +2 Attack and +5 Damage until end of round.
❑ Gaseous Form: Use at any time: This creature ❑ Desperate Displacement: Use when this Eidolon Programming: Cannot make m or r
gains Flight, has Speed F8, and takes half damage creature first becomes bloodied: This creature gains attacks until attacked or an ally is destroyed.
SPEED from all attacks until it makes an attack. SPEED SPEED Conceal 11 until it is damaged by an attack. SPEED
8 6 7 4 Statue Form: Use at start of round: This creature
Sneak Attack 10: Whenever this creature hits a Champion Powers ❑ ❑ ❑ has +5 to all defenses until start of this creature’s
target granting it combat advantage: +10 Damage turn.
❖ Use when an Evil ally makes an attack: That ally
on that attack.
HP HP HP has combat advantage against 1 target for that HP
70 35 85 attack. 60
“Why does something so big need so much Orcs raid not only for plunder, but also
BLOOD
magical power? Seems unfair if you ask me.” BLOOD
for glory in the eye of Gruumsh. BLOOD ❖ Use at start of this creature’s turn: Recharge 1 BLOOD
35 — Endugo, halfling explorer 15 40 power of an ally with a recharge condition. 30

38 8 75 52
©2008 Wizards, 11/60 ★ ©2008 Wizards, 8/60 ● ©2008 Wizards, 22/60 ★ ©2008 Wizards, 49/60 ★

Shade Knight CR Shadow Demon Shadowhunter Bat Skeletal Tomb Guardian


Level 11 ✦ Human • Shadow 1 Level 11 ✦ Demon • Shadow Level 3 ✦ Beast • Shadow Level 10 ✦ Undead • Skeleton

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Greatsword: +15 vs. AC; 20 damage. AC M Shadow Claw: +12 vs. Reflex; 15 damage AND AC M Tail Slash: +8 vs. AC; 10 damage. AC M Scimitar: +12 vs. AC; 25 damage, reroll once
26 ❑ m Shadow Blow: +15 vs. Reflex; 25 necrotic
21 Shadowed (see below). 17 20 on miss.
FORT FORT FORT Powers FORT m Cascade of Steel: +14 vs. AC; 25 damage AND
damage.
23 23 Powers 17 Shadow Killer: Whenever this creature hits a 24 this creature makes a Cascade of Steel attack
REF Powers REF Insubstantial; Resist 5 Necrotic REF Shadowed target: +5 Damage on that attack. REF (max. 4 per turn).
23 Shadow Blade: Whenever this creature hits with 23 ❑ Deathport: Use after any creature is destroyed: 17 Mobile Melee Attack: Use after this creature makes 24
WILL an attack, if the attack roll is a natural 16-20: Target WILL Place this creature in a space adjacent to the WILL a m attack: This creature shifts as a free action. WILL
Powers
23 is Shadowed. 23 space occupied by that creature. 17 24 Immune Poison; Vulnerable 5 Radiant
Shadowed: (Condition) At start of affected Shadowed: (Condition) At start of affected Multiple Threats: (Aura) Each enemy adjacent to
creature’s turn, it and each ally adjacent to it takes creature’s turn, it and each ally adjacent to it takes this creature grants combat advantage to this
SPEED 5 damage. Ends when affected creature ends its SPEED 5 damage. Ends when affected creature ends its SPEED SPEED creature and each ally.
7 turn 5 or more squares from all Shadow enemies. F8 turn 5 or more squares from all Shadow enemies. F8 8 Wandering Monster: During your set-up: This
creature starts in a random victory area.
Champion Powers ❑
HP ❖ Use at any time: Spend 10 VP. If you do, this HP HP HP
55 creature heals 40 HP. 60 30 110
Night has wings, misery a bladed tail. Each sword arm was taken from a skilled soldier.
BLOOD ❖ Use when an Evil ally hits with a m attack: Roll BLOOD BLOOD BLOOD
25 1d20. On 10-20, that attack becomes a critical hit. 30 15 55

45 42 10 69
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DDM-015 Dungeons of Dread. Page 6 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Spectral Magelord Spectral Panther Tiefling Warlock Troglodyte Bonecrusher
Level 7 ✦ Spirit Level 9 ✦ Beast • Shadow Level 8 ✦ Tiefling Level 6 ✦ Troglodyte

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Ghostly Touch: +7 vs. Reflex; 10 damage. AC M Claw: +13 vs. AC; 20 damage. AC M Soul Blast: +8 vs Fortitude; 15 damage. AC M Club: +14 vs. AC; 15 damage.
17 r Aether Blast: (range 10) +9 vs. Fortitude; 15
26 22 r Inevitable Blast: (range 10) +8 vs. Reflex; 20
23
FORT FORT Powers FORT FORT Powers
damage AND Dazed. damage, 10 damage on miss if your warband has
15 24 Fade Out: Whenever this creature first becomes 18 more creatures in play than your opponent’s 23 Stench: Use at start of this creature’s turn: Make 1
❑ a Spectral Dissipation: (radius 1 within 10)
REF REF bloodied: At end of round, remove this creature REF warband. REF attack against each enemy and ally adjacent to
+9 vs. Will; 15 damage AND Weakened (save
15 ends). Q when a Weakened creature is destroyed. 24 from the battle map. It is considered out of play 18 ❑ r Price of Pride: (range 5) +8 vs. Will; 20 19 this creature, +9 vs. Fortitude; Slowed until end of
for the following round. At start of the following battle. Ends as a replaces attack action. Q when
WILL WILL WILL damage AND target takes 10 damage whenever it WILL
15 Powers 24 round, put it on the battle map occupying any 22 19 this creature is hit by a m attack.
rolls a natural 10-20 on an attack roll (max. 1 per
space 5 or more squares from all enemies.
Phasing; Insubstantial turn) until end of battle.
Pounce +20: Whenever this creature hits a target
Wandering Monster: During your set-up: This
SPEED SPEED granting it combat advantage while charging: +20 SPEED SPEED
creature starts in a random victory area.
F6 7 Damage on that attack. 6 5
Stalker: Whenever this creature makes an attack
against a target that has no other creature adjacent
HP HP to it: +4 Attack and +10 Damage on that attack. HP HP
35 45 55 45
“Your confidence will be your undoing, “Lucky you can smell them coming.”
BLOOD BLOOD BLOOD BLOOD
and every success like ash on your tongue.” — Khur Agundar, human fighter
15 20 25 20

26 32 27 18
©2008 Wizards, 46/60 ★ ©2008 Wizards, 59/60 ◆ ©2008 Wizards, 47/60 ◆ ©2008 Wizards, 27/60 ●

Vampire Spawn Vampire Vizier CR Vrock Warforged Infiltrator


Level 6 ✦ Undead • Vampire Level 11 ✦ Vampire • Undead 2 Level 13 ✦ Demon Level 9 ✦ Warforged • Stealth

Attack Actions Attack Actions Attack Actions Attack Actions


AC M Claw: +9 vs. AC; 15 damage. AC M Greatsword: +17 vs. AC; 20 damage. AC M Claw: +17 vs. AC; 20 damage. AC M Dagger: +15 vs. AC; 10 damage.
15 ❑ m Blood Drain: Use only when target grants this
26 m Drain: +14 vs. Fortitude; 10 damage AND this
27 m Bird of Prey: Provokes opportunity attacks.
24 r Hand Crossbow: (range 10) +15 vs. AC; 15
FORT creature combat advantage: +9 vs. AC; 10 damage FORT creature heals 25 HP. FORT Make 3 attacks against 1 adjacent target, +15 vs. FORT damage.
13 AND this creature heals 15 HP. Q when this 22 25 AC; 15 damage. 23
REF creature is hit by a m attack. REF Powers REF REF Powers
❑ c Spores of Madness: Immediate, use only
13 22 Immune Poison; Vulnerable 10 Radiant 25 when this creature first becomes bloodied : (burst 2) 23 ❑ Covert Agent: Use at end of round, only if this
Powers ❑ Dominating Gaze: Use when an enemy within 6 creature occupies one of your victory areas and no
WILL WILL WILL +15 vs. Will; Confused. WILL
13 Immune Poison; Vulnerable 5 Radiant 26 squares targets this creature with a single-target m 25 ❑ c Stunning Screech: (burst 3) +15 vs.
23 other creature occupies that victory area: You score
Bloodlust: Cannot move and cannot attack a or r attack: Roll +11 vs. Will against that enemy. 10 VP.
Fortitude; Stunned.
non-bloodied enemy while adjacent to a bloodied On hit, that attack is cancelled, then slide that
SPEED enemy. SPEED enemy up to its current speed, then it makes a M SPEED Powers SPEED
6 6 attack as though Dominated. F8 Reach 2 6
Champion Powers ❑ ❑ Mobile Melee Attack: Use after this creature makes
a m attack: This creature shifts as a free action.
HP HP ❖ Use when an enemy uses a Champion power: Roll HP HP
40 75 1d20. On 10-20, that Champion power is 80 55
Vampire spawn are insatiable hunger personified. cancelled (it still counts as being used). Solid as stone. Slick as a serpent.
BLOOD BLOOD BLOOD BLOOD
20 35 ❖ Use at start of round: Each Undead ally has +2 40 25
Attack until end of round.

16 51 62 34
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DDM-015 Dungeons of Dread. Page 7 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.
Warrior Wight Wyvern Young Red Dragon CR Young Silver Dragon CR
Level 9 ✦ Wight • Undead Level 13 ✦ Beast Level 7 ✦ Dragon 2 Level 8 ✦ Dragon 2
Attack Actions Attack Actions Attack Actions Attack Actions
AC M Longsword: +14 vs. AC; 15 damage AND AC M Bite: +18 vs. AC; 20 damage. AC M Fiery Bite: +15 vs. AC; 10 + 10 fire damage. AC M Bite: +13 vs. AC; 15 + 10 cold damage.
28 Followup if attack roll is a natural 16-20: +9 vs. 28 m Sting: +19 vs. AC; 15 damage AND Followup:
24 m Draconic Fury: Make 2 attacks, +13 vs. AC; 15
23 ❑ c Cold Breath: (blast 5) +8 vs. Fortitude; 40
FORT Will; 10 necrotic damage AND this creature heals FORT +19 vs. Fortitude; 15 ongoing poison damage FORT damage. FORT cold damage AND push target up to 1 square AND
23 10 HP and has +2 Attack until end of its next turn. 25 (save ends). 18 21 Immobilized (save ends). Q when this creature
❑ c Fiery Breath: (blast 5) +11 vs. Reflex; 25 fire
REF
Powers REF REF damage. Q when this creature first becomes REF first becomes bloodied.
23 25 Powers 18 21
Immune Poison; Resist 5 Necrotic; Vulnerable 5 bloodied. Powers
WILL WILL Mobile Melee Attack: Use after this creature makes WILL WILL
23 Radiant 25 a m attack: This creature shifts as a free action. 18 Powers 21 Reach 2; Resist 5 Cold
Reach 2; Resist 5 Fire Champion Powers ❑ ❑
SPEED SPEED SPEED
Champion Powers ❑ ❑ SPEED
❖ Use when this creature uses Cold Breath: This
5 F8 F8 ❖ Use when any creature scores a critical hit: +20 F7 creature and each ally scores critical hits on attack
Damage on that attack. rolls of natural 18-20 against Evil targets until end
of round.
❖ Use before taking your first turn in a round: At
HP HP HP end of round, the player whose warband destroys HP ❖ Use at start of round, if this creature occupies one
60 80 85 the most enemies this round scores 15 VP. 95 of your victory areas: You score 10 VP.
Wrapped in steel, shield ready, sword drawn, “I can define ‘wyvern’ in three words: wing
BLOOD BLOOD BLOOD BLOOD
it stands with undying vigilance, hollow eyes and sting.” — Sebaed Gimbulgot, gnome scholar
30 fixed on the tomb door. 40 40 45

30 57 52 62
©2008 Wizards, 17/60 ◆ ©2008 Wizards, 42/60 ★ ©2008 Wizards, 9/60 ★ ©2008 Wizards, 5/60 ★

DDM-015 Dungeons of Dread. Page 8 of 8 © 2008 Wizards of the Coast. Permission granted to print for personal use only.

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