Microsoft Word - Advanced Heroquest - Liber Monstrorum

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Liber Monstrorum Liber Monstrorum Liber Monstrorum Liber 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

Transcript of Microsoft Word - Advanced Heroquest - Liber Monstrorum

Page 1: 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

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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

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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.

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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

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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

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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

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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!

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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

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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)

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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

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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

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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

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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

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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

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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