Liber VII: Liber Liberi vel Lapidis Lazuli (with commentary)
Microsoft Word - Advanced Heroquest - Liber Monstrorum
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Transcript of Microsoft Word - Advanced Heroquest - Liber Monstrorum
Liber MonstrorumLiber MonstrorumLiber MonstrorumLiber Monstrorum
Additional Monsters for Advanced Heroquest by Supremearchmarshal from the Warseer forums
DARK ELVES
The Dark Elves’ superior skill and mobility, as well as their powerful ranged attacks, make the Dark
Elves a challenge for any but the strongest adventurers. Unless in very small numbers, they are not
suitable opponents for inexperienced adventurers!
Special Rules:
All Dark Elves add +1 to surprise rules. However, this bonus is not cumulative; it will always be +1 no
matter how many Dark Elves are there. The presence of any Dark Elf Scouts or Assassins will add a
further +1 however (for a total of +3 if there are both Assassins and Scouts).
Blade Venom: Blade Venom Carried by monsters will be either Manbane (affects Humans, Dwarfs
and Halflings), Elfbane (affects Elves) or Stonebane (affects Ogres). Any hit to the affected species will
always cause one additional wound – hits to other species will not receive this benefit. A Blade
Venom may be applied to any edged hand weapon. Each dose lasts for 1 combat.
Light Crossbow: counts as Short Bow, but uses Bolts instead of Arrows
Sea Dragon Cloak: These extremely resilient cloaks are light and yet provide considerable protection,
especially against missiles. The model gets +1 T and an additional +1 T (total +2) vs. missile weapons.
The Cloaks may also be used to entangle or distract their opponents in combat. This is used instead
of a normal attack, and the Corsair must roll to hit as normal. If he hits, the target’s WS is reduced by
1 (2 if the corsair scores a critical hit) until the end of turn. The attack otherwise causes no damage,
and fumbles are resolved as normal. The cloaks may not be used by Heroes or Henchmen.
Dark Elf Warrior
WS BS S T Sp Br Int W PV Dam. Dice
7 6 5 7 7 7 7 3 1 2
-Chainmail, Shield, Spear, +1 Surprise
Dark Elf Champion
WS BS S T Sp Br Int W PV Dam. Dice
8 7 6 8 8 8 7 4 3 4
-Chainmail, Shield, Sword, +1 Surprise
Dark Elf Lord
WS BS S T Sp Br Int W PV Dam. Dice
10 8 6 8 9 9 8 4 8 4
- Chainmail, Shield, Sword, +1 Surprise, Blade Venom, Light Crossbow
Dark Elf Scout
WS BS S T Sp Br Int W PV Dam. Dice
6 8 5 5 9 7 7 3 3 1
-Leather Armour, Light Crossbow, Dagger, Sentry, +2 Surprise
Dark Elf Sorcerer
WS BS S T Sp Br Int W PV Dam. Dice
6 8 5 4 9 7 9 3 8 1
-Dagger, +1 Surprise, Can Cast: Flaming Skull of Terror, Fireball, Flesh Flaying
Dark Elf Sorceress
WS BS S T Sp Br Int W PV Dam. Dice
7 8 5 4 9 8 10 3 12 1
-Dagger, +1 Surprise, Can Cast: Flaming Skull of Terror, Fireball (2), Flesh Flaying, Choke, Flaming
Hand of Destruction, Dragon Armour
Dark Elf Crossbowman
WS BS S T Sp Br Int W PV Dam. Dice
7 7 5 5 8 7 7 3 2 1
-Leather Armour, Crossbow, Dagger, +1 Surprise
Black Guard of Naggaroth
WS BS S T Sp Br Int W PV Dam. Dice
9 5 6 9 7 10 7 4 4 4
-Platemail, Halberd, Shield, +1 Surprise
Dark Elf Executioner
WS BS S T Sp Br Int W PV Dam. Dice
8 6 6 7 6 8 7 3 2 5
-Two-handed Sword, Chainmail, +1 Surprise
Black Ark Corsair
WS BS S T Sp Br Int W PV Dam. Dice
8 7 5 7 (8) 8 8 7 3 2 3
-Leather Armour, Sword, Sea Dragon Cloak, +1 Surprise
Witch Elf
WS BS S T Sp Br Int W PV Dam. Dice
8 6 5 4 10 9 7 3 3 3
-Sword, Blade Venom, Berserker, +1 Surprise
ORCS & GOBLINS
Special rules:
Goblin Fanatic: The Fanatic moves D6 squares per turn, and may not jump across pits and similar – if
he falls into one of these he is killed instantly. A goblin Fanatic can barely control his huge weapon,
and if he fumbles ignore the normal rules – instead the Fanatic immediately moves D6 squares in a
random direction (roll a D12 for the direction: 1-3 left, 4-6 straight ahead, 7-9 right, 10-12
backwards), attacking every model in the way! If this would make the Fanatic end his move in the
same square as another model, the enemy model must give way and move to an adjacent square; if
there is still no room, the enemy suffers an automatic hit and the Fanatic is killed. Any opponents
wishing to enter the Fanatic’s Death Zone must roll equal to or under their speed – otherwise the Ball
& Chain hits them as they approach!
Goblin Herder: A Goblin Herder is required to keep Giant Spiders, Giant Scorpions and Cave Squigs
under control. Otherwise these Monsters must roll equal or under to their Int each turn, or they will
move towards and attack the closest model, friend or foe (determine randomly if there are multiple
possible targets).
Goblin Netter: A Goblin Netter may use his Net as a ranged weapon. It has a range of only 1 square
(and may be thrown even if an enemy is in the Death Zone). If it hits, the enemy may not move until
he spends a full turn removing the Net, and gets -2 WS and BS until he does.
Warpaint: Savage Orcs use a variety of warpaint and tattoos which they believe will help them in
combat. So strong is this belief that they actually do offer the Orcs some kind of protection or bonus!
For each group of Savage Orcs (group means all the monsters generated for a single room or each
group of wandering monsters) deployed roll a D12:
1-3 Tuff Skin: the Orcs get +1 T
4-6 Go Fasta Red: the Orcs get +1 Sp
7-9 Lucky Blue: The Orcs (as a group) may ignore the first 2 fumbles in a combat
10-12 Mork’s Eye: the Orcs have the equivalent of a Ring of Magic Protection level 1
Orc Sentry: the Orcs are very noisy creatures prone to shouting, fighting among themselves and
excessive drinking. Therefore an Orc Sentry does not add +1 to surprise rolls.
Snotlings: Snotlings have nasty Spore Weapons which may be used as a ranged weapon. They have a
range of 3 squares, and anyone hit must immediately roll on the Mould Hazard table.
Orc Spells:
Eadbutt: This spell may be cast at any enemy within Line of Sight and within 12 squares. The affected
model will suffer 3 damage dice and be pushed back 1 square plus 1 for each Wound taken. If this
pushes it into a model, both models take 2 damage dice. If pushed into a wall, portcullis or other
barrier it will take 2 damage dice and come to a halt. If pushed into a trapped square, the trap will
automatically be activated. If pushed into a Pit, Chasm or similar it will automatically fall down it.
Waaagh: All Orks involved in the combat get +1 WS, +2 Sp and +1 damage dice this turn. They will
automatically pass any bravery tests during this time.
Fists of Gork: Lasts until the end of combat. Any enemy entering a square adjacent to the Shaman
will take 3 damage dice. If the Shaman moves adjacent to the enemy, this also applies, but note that
each enemy will only be attacked once per turn.
Gaze of Mork: Draw a straight line from the caster, 8 squares long. Every model in the way is hit for 4
damage dice. The spell will not affect a model if there is a wall in the way.
Goblin Jabber
WS BS S T Sp Br Int W PV Dam. Dice
5 5 4 5 6 5 5 2 1/2 1
-Spear
Goblin Boss
WS BS S T Sp Br Int W PV Dam. Dice
6 5 5 8 6 6 6 3 2 3
-Leather Armour, Shield, Sword, Short Bow
Goblin Shaman
WS BS S T Sp Br Int W PV Dam. Dice
4 5 4 5 6 6 8 2 3 1
-Dagger, Can Cast: ‘Eadbutt
Goblin Fanatic
WS BS S T Sp Br Int W PV Dam. Dice
6 2 6 7 D6 10 3 3 3 6
-Huge Ball & Chain (fumble 1-3, critical 10-12)
Orc Archer
WS BS S T Sp Br Int W PV Dam. Dice
6 7 5 5 7 7 5 4 2 3
-Sword, Bow
Orc Sentry
WS BS S T Sp Br Int W PV Dam. Dice
6 6 5 6 7 7 5 4 2 3
-Sword, Shield, Sentry
Orc Crossbowman
WS BS S T Sp Br Int W PV Dam. Dice
6 6 5 6 6 7 5 4 2 3
-Leather Armour, Crossbow, Sword
Orc Shaman
WS BS S T Sp Br Int W PV Dam. Dice
6 6 5 6 7 8 8 4 8 2
-Staff (as Spear), Can Cast: Waaagh!, Fists of Gork, Gaze of Mork
Black Orc
WS BS S T Sp Br Int W PV Dam. Dice
6 4 6 9 5 8 5 4 2 4
-Chainmail, Shield, Axe
Black Orc Champion
WS BS S T Sp Br Int W PV Dam. Dice
7 5 7 8 5 9 5 5 4 6
-Two-handed Axe, Chainmail
Black Orc Warlord
WS BS S T Sp Br Int W PV Dam. Dice
8 4 7 10 5 10 6 5 9 5+5
-2 Axes, Platemail, 2 Attacks
Black Orc Warchief
WS BS S T Sp Br Int W PV Dam. Dice
10 3 8 11 5 11 7 6 11 7
-Magic Axe (+1 WS, +1 dd, included in profile), Shield, Platemail
Savage Orc
WS BS S T Sp Br Int W PV Dam. Dice
6 6 5 6 7 7 4 4 1 3
-Club, Shield, Warpaint, Berserker
Savage Orc Champion
WS BS S T Sp Br Int W PV Dam. Dice
7 7 6 6 7 8 4 4 2 5
-Two-handed Axe, Warpaint, Berserker
Savage Orc Warlord
WS BS S T Sp Br Int W PV Dam. Dice
8 8 7 6 7 9 5 4 6 6
-Two-handed Axe, Warpaint, Berserker, 2 Throwing Axes
Savage Orc Scout
WS BS S T Sp Br Int W PV Dam. Dice
6 8 5 5 8 7 5 4 2 3
-Club, Short Bow, Warpaint, Sentry, +1 Surprise
Goblin Herder
WS BS S T Sp Br Int W PV Dam. Dice
5 5 5 5 6 6 5 3 1 3
-Squig-Prodder (as Halberd)
Cave Squig
WS BS S T Sp Br Int W PV Dam. Dice
7 - 8 6 8 4 2 3 2 6
-Fangs, Run Amok
Goblin Netter
WS BS S T Sp Br Int W PV Dam. Dice
5 5 4 5 6 6 5 2 2 2
-Net, Club
Snotling Swarm
WS BS S T Sp Br Int W PV Dam. Dice
4 4 3 3 7 4 4 6 1 1+1+1
-Large Monster, Clubs, Spore Weapons, Three Attacks
Giant Spider
WS BS S T Sp Br Int W PV Dam. Dice
7 - 7 9 11 7 2 6 7 7
-Fangs, +1 Surprise, Run Amok
Giant Scorpion
WS BS S T Sp Br Int W PV Dam. Dice
7 - 7 9 9 7 2 6 7 5+5
-Large Monster, Fearsome, Two Attacks, Cause Disease (1st
attack only), Run Amok
DAEMONS
Special rules:
Hellblade: a Two-handed Sword that deals an additional 1 damage dice.
Axe of Khorne: adds +1 to the “to wound” rolls of the Bloodthirster. Note that only one attack is
made by the Axe, while the other is by the Whip.
Whip: the Bloodthirster’s whip may be used as a ranged weapon. Otherwise it is simply a close
combat weapon.
Venomous Spit: this is a ranged attack with Range 2 and 2 damage dice.
Crush Attack: this is a Claw attack that ignores any armour worn by the opponent, but inflicts 1 less
damage dice.
Stream of Corruption: this is a ranged attack with Range 12 and 4 damage dice. It causes Disease.
Pestilence: This spell will cause all enemies in line of sight to roll equal to or under their Toughness.
Any who fail are Diseased!
Long: these creatures take up 2 squares, but otherwise count as normal models.
Cloud of Flies: the enemy’s WS is reduced by 1 when attempting to hit a Plaguebearer.
Aura of Slaanesh: all enemies within 6 squares have their Br and Int reduced by 2 while the Keeper of
Secrets is alive.
Soporific Musk: Any enemy in the Fiend’s death zone reduces his Sp by 2 and Int by 1 as it dulls his
brain and reflexes.
Tongue Attack: A damaging hit by the Steed of Slaanesh will make the opponent unable to move next
turn.
Warp Fire: this is a ranged attack with Range 12 and 3 damage dice.
Two Ranged Attacks: as it says, it allows the creature to make 2 ranged attacks per turn, but
remember that both targets must be in line of sight.
Move Over Model: Discs may move over other models and ignore Death Zones. They may not end
their turn in the same square as another model.
Mindless: Chaos Spawn will always rush forward to attack the closest enemy model. They cannot be
forced to flee. A Chaos Spawn has a Sp of D12 - roll at the start of each turn.
Attacks All Adjacent Models: As long as ther is at least a single enemy in its Death Zone, the Chaos
Spawn attacks every model in its Death Zone, friend or foe!
Twist Fate: a spell available to the Lord of Change, it acts exactly like a Fate Point. However, it will
only last for the current combat. Also note that it takes a turn to cast the spell – it is not simply a free
Fate Point!
Bloodthirster
WS BS S T Sp Br Int W PV Dam. Dice
12 8 10 10 10 12 8 12 30 10+6
-Large Monster, Fearsome, Invulnerable, Two Attacks, Flight, Axe of Khorne, Whip
Bloodletter
WS BS S T Sp Br Int W PV Dam. Dice
8 5 6 7 8 10 5 3 5 6
-Fearsome, Hellblade, Venomous Spit
Flesh Hound
WS BS S T Sp Br Int W PV Dam. Dice
8 - 7 7 12 8 3 5 6 5
-Fearsome, Long, Fangs, +1 Surprise
Juggernaut
WS BS S T Sp Br Int W PV Dam. Dice
6 - 8 9 8 8 2 7 8 5
-Fearsome, Large, Crush Attack (Ignores Armour)
Great Unclean One
WS BS S T Sp Br Int W PV Dam. Dice
10 8 9 10 6 12 11 15 28 7+7
-Large Monster, Fearsome, Invulnerable, Two Attacks, Cause Disease, Stream of Corruption, Claws,
Can Cast: Choke, Fireball (2), Flesh Flaying (2), Pestilence
Plaguebearer
WS BS S T Sp Br Int W PV Dam. Dice
8 3 6 8 6 10 8 4 7 4
-Fearsome, Cause Disease, Cloud of Flies, Regenerates, Sword
Beast of Nurgle
WS BS S T Sp Br Int W PV Dam. Dice
6 - 5 10 5 6 2 6 6 3+3
-Fearsome, Cause Disease, Two Attacks, Claws
Nurgling Swarm
WS BS S T Sp Br Int W PV Dam. Dice
5 5 5 5 6 7 5 6 5 3+3
-Fearsome, Large Monster, Regenerates, Cause Disease, Two Attacks, Claws
Keeper of Secrets
WS BS S T Sp Br Int W PV Dam. Dice
11 10 9 9 10 12 10 11 28 7+7
-Large Monster, Fearsome, Invulnerable, Two Attacks, Sword, Claws, Can Cast: Choke, Fireball, Flight,
Sleep of the Ages, Aura of Slaanesh
Daemonette
WS BS S T Sp Br Int W PV Dam. Dice
8 1 5 7 10 10 6 4 6 3+3
-Fearsome, Two Attacks, Claws, Can Cast: Fireball
Fiend
WS BS S T Sp Br Int W PV Dam. Dice
6 - 5 5 10 10 2 5 5 3+3
-Fearsome, Large Monster, Two Attacks, Soporific Musk, Rending Claws (no fumble, crit. 11-12)
Steed of Slaanesh
WS BS S T Sp Br Int W PV Dam. Dice
6 - 6 8 12 10 2 4 4 3
-Fearsome, Long, Tongue Attack
Lord of Change
WS BS S T Sp Br Int W PV Dam. Dice
10 10 8 8 12 12 12 10 28 6+6
-Large Monster, Fearsome, Invulnerable, Two Attacks, Flight, Claws, Can Cast: Choke (2), Fireball,
Inferno of Doom (2), Flight (2), Flaming Skull of Terror (may be cast on any adjacent monster), Twist
Fate
Horror
WS BS S T Sp Br Int W PV Dam. Dice
6 6 6 5 7 10 9 4 6 4
-Fearsome, Invulnerable, Claws, Splits, Warp Fire
Flamer
WS BS S T Sp Br Int W PV Dam. Dice
6 8 7 7 11 10 3 5 8 5
-Fearsome, Invulnerable, Two Ranged Attacks, Claws, Warp Fire
Screamer
WS BS S T Sp Br Int W PV Dam. Dice
7 - 6 7 10 10 2 4 6 4
-Fearsome, Large Monster, Flight, Warp Fangs (ignore armour)
Disc of Tzeentch
WS BS S T Sp Br Int W PV Dam. Dice
7 - 5 5 12 10 2 3 3 3
-Fearsome, Flight, Fangs, Move over Model
Fury
WS BS S T Sp Br Int W PV Dam. Dice
7 4 6 6 9 6 7 4 4 4
-Fearsome, Flight, Claws
Daemon Prince
WS BS S T Sp Br Int W PV Dam. Dice
12 4 8 11 8 10 9 8 20 6+6
-Flight, Fearsome, Large Monster, Two Attacks, Daemon Weapon (fumble 1, crit. 11-12), Platemail,
Can Cast: Fireball
Chaos Spawn
WS BS S T Sp Br Int W PV Dam. Dice
5 - 7 7 D12 10 1 6 5 5
-Large Monster, Fearsome, Attacks All Adjacent Models, Claws, Mindless, Regenerates
BANDITS
Footpad: the Footpad is a Sentry, but does not add +1 to surprise.
Blade Venom: Blade Venom Carried by monsters will be either Manbane (affects Humans, Dwarfs
and Halflings), Elfbane (affects Elves) or Stonebane (affects Ogres). Any hit to the affected species will
always cause one additional wound – hits to other species will not receive this benefit. A Blade
Venom may be applied to any edged hand weapon. Each dose lasts for 1 combat.
Renegade Wizard: choose any spell book normally available to the Heroes. The Renegade Wizard will
have 2 of the four starting spells (select randomly) plus an additional spell which may be from the
entire spell book (again roll randomly). If the same spell is rolled more than once, then the Wizard
will have more than one casting of the relevant spell available.
Footpad
WS BS S T Sp Br Int W PV Dam. Dice
6 7 5 5 8 6 7 3 1 3
-Club, Sling, Sentry
Bandit
WS BS S T Sp Br Int W PV Dam. Dice
7 5 5 7 7 7 7 3 1 3
-Leather Armour, Sword, Shield
Brigand
WS BS S T Sp Br Int W PV Dam. Dice
8 6 6 9 6 7 7 3 3 4
-Chainmail, Shield, Mace
Outlaw
WS BS S T Sp Br Int W PV Dam. Dice
6 7 5 5 9 7 7 3 2 1
-Long Bow, Dagger
Bandit Chief
WS BS S T Sp Br Int W PV Dam. Dice
9 7 6 9 7 8 7 4 7 4
-Chainmail, Sword, Crossbow, Blade Venom, Healing Potion
Highwayman
WS BS S T Sp Br Int W PV Dam. Dice
7 7 5 7 8 7 7 4 2 2/3
-Leather Armour, Spear, Sword, Crossbow
Assassin
WS BS S T Sp Br Int W PV Dam. Dice
8 8 6 6 10 7 7 4 8 4
-Sword, Blade Venom (3 doses), 3 Throwing Knives, +2 Surprise
Renegade Wizard
WS BS S T Sp Br Int W PV Dam. Dice
5 6 5 5 8 6 9 3 8 1
-Dagger, Can Cast: 3 spells from any wizard’s spell book (2 must be from the basic four)
UNDEAD
Wraith
WS BS S T Sp Br Int W PV Dam. Dice
6 - 5 7 8 10 5 6 5 3
-Fearsome, Invulnerable, Strength Drain, Sword
Ghost
WS BS S T Sp Br Int W PV Dam. Dice
6 - 5 5 5 10 2 3 3 3
-Fearsome, Invulnerable, Claws
Spectre
WS BS S T Sp Br Int W PV Dam. Dice
7 - 6 7 6 10 8 8 6 4
-Fearsome, Invulnerable, Scythe (as Halberd), Can Cast: Flight
Dire Wolf
WS BS S T Sp Br Int W PV Dam. Dice
8 - 5 7 9 8 7 4 2 3
-Long, Fangs
BEASTMEN
Beastman Shaman
WS BS S T Sp Br Int W PV Dam. Dice
6 5 5 7 7 8 8 5 10 2
-Spear, Can Cast: Fireball, Flaming Skull of Terror, Flaming Hand of Destruction, Swift Wind
MONSTERS
Manticore
WS BS S T Sp Br Int W PV Dam. Dice
7 - 9 8 10 10 5 6 18 7+9
-Large Monster, Fearsome, Flight, Two Attacks, Claws + Poisoned Tail
Hydra
WS BS S T Sp Br Int W PV Dam. Dice
5 - 8 9 6 8 2 8 14 6+6+6
-Large Monster, Fearsome, Three Attacks, Regenerates
Chimera
WS BS S T Sp Br Int W PV Dam. Dice
7 - 8 9 8 8 3 8 11 6+6
- Large Monster, Fearsome, Two Attacks, Fangs + Claws
Griffon
WS BS S T Sp Br Int W PV Dam. Dice
9 - 8 7 12 9 4 6 9 6
- Large Monster, Fearsome, Flight, Claws, +2 Surprise
Giant Vampire Bat
WS BS S T Sp Br Int W PV Dam. Dice
6 - 3 6 12 8 7 1 1 2
-Flight, Bloodsucking Bite (if a critical hit is scored, at least one Wound damage is dealt automatically.
In further rounds, 4 damage dice are dealt each turn until the bat is killed – again, the minimum
damage is one Wound point. Attacks on a Bat clinging to a character suffer a -3 penalty to dice rolls,
and a fumble means the character has hit the Vampire Bat’s victim)
Giant Rat
WS BS S T Sp Br Int W PV Dam. Dice
5 - 3 5 10 6 6 1 1/2 1
-Fangs
Dragon
WS BS S T Sp Br Int W PV Dam. Dice
9 - 11 11 8 12 10 10 25 9
-Large Monster, Fearsome, Dragon Fire (as Inferno of Doom, once every 4 turns), Fangs
FIMIR
Important Note: PV of ordinary Fimir should be 2
Special Rules:
Tail Attacks: these count as Claw attacks, but may only be made to the side or rear of the Fimir.
Summon Daemon: This spell will summon one of the following Daemons in a square adjacent to the
caster: Bloodletter, Flesh Hound, Fiend of Slaanesh, Daemonette, Beast of Nurgle, Plaguebearer,
Horror, Screamer, Fury, Swamp Daemon. This spell requires an Int test to cast successfully. A Fury is
easier to control than most other Daemons (add + 1 to the Intelligence test), while the Swamp
Daemons are long-time allies of the Fimir (add + 2 to the Intelligence test). If the test is failed, the
Daemon will attack the nearest model until it is banished or the combat ends (in which case the
Daemon disappears).
Shoots Spikes: The Daemonomaniac is covered in spikes which it may shoot with the same effect as
thrown spears. They have enough spikes for 3 such attacks.
Fimm Warrior
WS BS S T Sp Br Int W PV Dam. Dice
7 3 6 7 6 9 6 5 3 5+3
-Leather Armour, Two-handed Axe, Two Attacks (1 with tail)
Fimm Noble
WS BS S T Sp Br Int W PV Dam. Dice
8 4 7 8 6 10 7 6 7 6+4
-Chainmail, Two-handed Mace, Two Attacks (1 with tail)
Fimm Warlord
WS BS S T Sp Br Int W PV Dam. Dice
9 5 8 9 6 10 7 7 9 7+5
- Chainmail, Two-handed Axe, Two Attacks (1 with tail), Ring of Magic Protection level 2
Fimir Dirach
WS BS S T Sp Br Int W PV Dam. Dice
6 4 5 6 7 8 8 4 8 3
-Sword, Ring of Magic Protection level 1Can Cast: Fireball, Flaming Skull of Terror, Summon Daemon
Fimir Meargh
WS BS S T Sp Br Int W PV Dam. Dice
7 5 5 8 7 10 10 6 12 3
-Sword, Robe of Toughness level 2, Ring of Magic Protection level 3, Can Cast: Fireball (2), Flaming
Skull of Terror, Summon Daemon, Flight, Inferno of Doom
Fimir Daemonomaniac (a Possessed Fimir warrior)
WS BS S T Sp Br Int W PV Dam. Dice
8 6 8 9 8 10 4 7 15 7
-Fearsome, Invulnerable, Berserker, Two-handed Axe, Shoots Spikes (as thrown Spear)
Swamp Daemon
WS BS S T Sp Br Int W PV Dam. Dice
8 1 6 7 8 8 7 4 4 4
-Fearsome, Claws, +1 Surprise
Fen Worm
WS BS S T Sp Br Int W PV Dam. Dice
7 - 9 8 7 9 2 8 4 7
-Large Monster, Fangs
WS BS S T Sp Br Int W PV Dam. Dice