DEEP LEGIONNAIRE BRASS GOLEM CHAMPION OF DOL DORN ARCADIAN AVENGER DELVER SERGEANT GUARD OF MITHRAL HALL GUARDIAN NAGA EARTH MEPHIT CHAMPION 1

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1 31 ARCADIAN AVENGER BRASS GOLEM 2 CHAMPION OF DOL DORN DEEP LEGIONNAIRE 2 F 0 m Longsword: +1 vs ; 1 Damage M Dual Swords: Make 2 m Attacks. Good Angel + (Will); Immune Fear Elude Chance: Use before this creature makes a M attack. Treat that attack roll as a natural. Wrath: Once any ally has been destroyed, this creature has + M Damage until end of battle. The laws of heaven are not easily ignored. 1 2 m Greataxe: + vs ; Damage M Pinning Swing: Usable on charge, + vs (Fort); Damage AND Immobilized AND Bloodied target is Staggered. Construct Immune Fire, Fear Powerful Charge : + Damage on charge. Slow but unwavering, a brass golem tirelessly slays its master s foes m Greatsword: +1 vs ; Damage Good Dwarf Martial Blessing of Dol Dorn: +2 Attack and + Damage against Evil targets. Defender: Immediate, when an adjacent enemy makes a M attack against an ally; make a m attack against attacker. Feat of Strength: Use with a m attack; + Damage to that attack AND push target 1 square. 3 1 m War Pick: + vs ; Damage Gnome Martial Conceal Phalanx Fighting: +2 while adjacent to an ally. Stonestep: As a free action on its turn, place this creature in any square up to squares away and in line of sight. Deep gnomes counter their small stature with rigid discipline and staunch loyalty to their own kind. 1/0 2/0 0 Wizards 3/0 /0 1 DELVER SERGEANT EARTH MEPHIT GUARD OF MITHRAL HALL GUARDIAN NAGA 1 1 m Longsword: +11 vs ; Damage M Torch: + vs (Ref ); Damage AND ongoing fire Damage, and target cannot benefit from Conceal or Hide or be invisible (save ends both) Human Martial Illuminator: Creatures within squares do not benefit from Conceal or Hide, and are not invisible. Use at start of your turn. Activate 3 creatures this turn. Use 1 Champion power of an allied champion, as if this creature had that Champion power. 1 F m Fists: + vs ; Damage C Mud Flow: (small cone) + vs (Ref ); 1 Damage AND Immobilized Elemental + (Fort) As grim and unyielding as the earth, with rocks for brains. 1 m Battleaxe: + vs ; 1 Damage M Hindering Blow: +11 vs (Fort); 1 Damage AND 2 Attack Dwarf Martial Phalanx Fighting: +2 while adjacent to an ally. Noble Sacrifice: Immediate, when this creature is destroyed; 1 ally with line of sight to this creature makes a m attack. I live to serve my King and will die to save him. m Tail Strike: +1 vs ; 1 + poison Damage R Word of Pain: (range ) +1 vs (Will); 1 psychic Damage AND Immobilized C Thundering Burst: (burst 2, enemies only) +1 vs (Fort); Damage AND push 1 square Good Immortal Magical Beast Immune Poison Death Burst: (adjacent creatures) Immediate, when destroyed; Damage ( Damage to Evil creatures) AND push 1 square. CHAMPION 3 Use at start of round. Allies do not grant combat advantage this round. Use before an enemy makes a saving throw. That save fails automatically. /0 /0 /0 /0

2 3 KALASHTAR BODYGUARD 10 LARGE GOLD DRAGON 3 SHADOWBANE INQUISITOR 32 VALIANT CAVALRY 2 m Mind Blade: +1 vs ; 1 Damage R Thrown Mind Blade: (range ) + vs ; 1 Damage Kalashtar Psionic Bodyguard: Whenever an enemy attacks an adjacent ally, you can choose to have it attack this creature instead. Lucky Weapon: Use when this creature makes an attack. Roll 1d twice and use the higher result. Psychic Strike: On its turn, if it does not move, this creature deals + Damage. What better bodyguard than one who appears unarmed? 2 F m Claw: +1 vs ; Damage M Double Attack: Make 2 m attacks. C Fiery Breath: (large cone) +1 vs (Ref ); 0 fire Damage, fire on miss. RECHARGE when first Bloodied. Good Dragon ; Resist Fire Dragon s Hoard: Allies within squares of this creature or a victory area have +2. Use when an ally is destroyed. This champion has + M Damage until end of battle. Use at start of round. Each creature in any victory area at the end of the round scores VP for its player. 2 m Greatsword: +1 vs ; 1 Damage M Smite: +1 vs ; 2 Damage Human Martial Destroy the Corrupt: +2 M Attack and + M Damage against targets previously hit by this creature s Smite. Resurgence: Immediate, when an ally within squares fails a save; that ally rerolls that saving throw. Sneak Attack : + M Damage whenever this creature has combat advantage against target. He names the guilty with the blade of his sword. 0 m Lance: +1 vs ; 1 Damage M Mighty Charge: Only on charge, +1 vs ; 1 Damage AND push 2 squares Human Martial Mounted Determined: This creature makes saving throws at start of its turn instead of at end. Skirmish : + M Damage this turn if this creature moved at least 2 squares from where it started its turn before attacking. On for life and honor! On for blood and vengeance! /0 /0 11/0 12/0 GREYHAWK CITY MILITIA SERGEANT 2 RAISTLIN MAJERE DARKMANTLE 3 DIGESTER 3 1 m Glaive: + vs ; Damage M Trip: + vs (Ref ); Immobilized Human Martial Persistent: +2 and +2 while Dazed, Slowed, Staggered, or Stunned. Use at start of round. Allies have +2 until end of round. Use at start of your turn. End 1 of the Dazed, Slowed, or Staggered conditions affecting 1 ally. The streets of Greyhawk hold wonders unimaginable. Just don t try to take anything you can t pay for. m Staff: + vs ; Damage R Magic Missile: (sight) + vs (Ref ); 1 Damage, ignore Insubstantial R Ray of Enfeeblement: (range ) + vs (Fort); Enervated A Sleep: (radius 2 within sight) + vs (Will); Helpless Human Arcane Unique Devoted Companions: Immediate, when an enemy targets this creature with an attack; choose 1 active adjacent Unique ally as the target instead. Debilitating Magic: Whenever this creature makes a R attack, it can take Damage to gain either + Attack or + Damage with that attack F 2 m Claw: + vs ; Damage M Suffocate: (Medium or smaller target only) + vs (Fort); Damage AND Staggered Magical Beast Blindsight: Ignores Conceal; treats invisible creatures as visible. Hide: If this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy. Wandering Monster: Sets up in a random victory area m Claws: +1 vs ; Damage C Acid Breath: (large cone) +1 vs (Fort); acid Damage AND ongoing acid Damage M Acid Spittle: +1 vs (Ref ); acid Damage AND ongoing acid Damage Magical Beast Immune Acid Hide: If this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy. Rumored to be products of arcane experimentation, digesters are twisted perversions of natural predators. /0 1/0 1/0 1/0

3 0 DIRE TIGER 1 GIANT EAGLE GREATER BASILISK 2 HALFLING TOMBSEEKER 2 1 m Claws: +1 vs ; Damage M Rend: Usable on charge, +1 vs ; Damage AND Followup Followup: + vs (Fort); Damage Natural Beast Feral Surge: Use on this creature s turn. Take 1 extra move action this turn. They embody the untamed vengeance of the natural world. 1 F 0 m Claw: + vs ; 1 Damage M Flyby Attack: This creature moves up to its Speed (minimum 1 square) and makes a m attack at any time during its move. Beast Power Dive: Replaces attack action: This creature moves up to its Speed (minimum 1 square), then deals automatic Damage to 1 adjacent enemy at end of move. These intelligent birds ally with elves in defense of the wild places of the world. m Bite: +1 vs ; 1 Damage C Petrifying Gaze: (small cone) +1 vs (Fort); Immobilized. If target is already Immobilized, it is Petrified instead (see below). Magical Beast Blindsight: Ignores Conceal; treats invisible creatures as visible. Petrified: Affected creature cannot move or attack, has Resist All, is inactive, and cannot score VP (save ends all). This condition also ends if the creature that created it is destroyed. How horrid its gaze. 1 m Spear: + vs ; 1 Damage Halfling Martial Agile: Never provokes opportunity attacks while moving. Hide: If this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy. Stable Footing: Difficult terrain does not affect this creature s movement. Loot: Replaces attack action, only while this creature is in one of your victory areas: Score VP. Only 1 creature in your warband can use Loot each round. Scout. Sneak Attack : + Damage whenever this creature has combat advantage against target. 1/0 1/0 /0 /0 HIEROPHANT OF THE SEVENTH WIND 3 VERDANT REAVER 0 WARPRIEST OF VANDRIA 2 WILD MAGE F m Cyclone Staff: + vs ; 1 thunder Damage AND push 1 square M Rending Strike: 2 attacks against same target; +11 vs each; Damage if one hits, Damage if both hit. Good Human Primal Strength of the Elements: While this creature is not Bloodied, Beast and Elemental allies have + Attack. Nature s Loyalty: Immediate, when this creature is attacked; Beast and Elemental allies adjacent to the attacker make opportunity attacks against it. Use at start of a creature s turn. That creature has until end of its turn. Use when a Beast or Elemental ally s attack hits an enemy: + Damage to that enemy with that attack. m Fists: +12 vs ; 2 Damage M Rending Strike: 2 attacks against same target; +11 vs each; 1 Damage if one hits, 0 Damage if both hit. RECHARGE when 2 or more enemies are adjacent to this creature at start of this creature s turn. Fey Plant Immune Poison, Sneak Attack, Stun Forestwalk: Forest terrain does not affect this creature s movement. Verdant Growth: All squares adjacent to this creature count as difficult terrain for enemies. 0 m Greatsword: +1 vs ; Damage R Searing Light: (sight) +1 vs (Ref ); radiant Damage M Strengthening Blow: +1 vs ; Damage AND this creature and allies within squares each heal 1 Good Elf Divine Single Combatant: + and + while only 1 enemy is adjacent. CHAMPION 3 Use when an ally shifts. That ally can shift again for free. Use at start of round. Choose a creature; that creature does not grant combat advantage this round. 0 m Staff: + vs ; Damage A Wild Magic Blast: (radius 1 within sight) +12 vs (Ref ); for each target, roll 1d and apply the stated effect. 1 : 1 thunder Damage AND slide 2 squares : 1 cold Damage AND Enervated 11 1: fire Damage 1 : lightning Damage and Stunned Human Arcane + (Will) /0 /0 /0 /0

4 WULFGAR 1 ASPECT OF LOVIATAR 2 ASSASSIN 1 BLUESPAWN AMBUSHER 12 0 m Maul: + vs ; Damage C Bite of Aegis-Fang: (line 12) +1 vs (Ref ); Damage Human Primal Unique Glory in Battle: Immediate, when an ally becomes Bloodied; that ally can make a m attack. Use when an ally makes a m attack. That ally can immediately repeat that attack against the same target. Use 1 Champion power of an allied champion, as if this creature had that Champion power. The king of Mithral Hall, Bruenor Battlehammer, forged the mighty hammer Aegis-Fang for his adoptive son Wulfgar m Whip: + vs ; Damage Evil Immortal Immune Cold Reach 3 Aura of Pain: Each adjacent living creature takes + Damage whenever it is hit by a M attack. Strength from Pain: Replaces attack action: 1 creature within squares takes Damage and deals +1 Damage when it hits with its next M attack. To know her is to suffer. m Longsword: +1 vs ; Damage Human Martial Hide: If this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy. Death Attack: Use when this creature hits a Bloodied target; + Damage to that attack. Sneak Attack 1: +1 M Damage whenever this creature has combat advantage against target. I usually only murder when paid but you seem down on your luck, so I ll kill you for free. 1 0 m Bite: + vs ; Damage C Lightning Burst: (burst 1) + vs (Ref ); lightning Damage, + lightning for each Spawn adjacent to this creature Magical Beast Dragon Spawn Burrow Tiamat s Greater Blessing (Lightning): Adjacent creatures with both the Dragon and Spawn keywords gain Immune Lightning. Tight-knit packs of bluespawn ambushers form some of the Dark Queen s deadliest legions. 2/0 2/0 2/0 2/0 0 DREAD WRAITH EXARCH OF TYRANNY 3 GREATER BARGHEST 33 GREENSPAWN ZEALOT m Dread Blade: + vs ; + necrotic Damage m Tyrannical Axe: + vs ; Damage m Bite: +1 vs ; 1 Damage M Panic Attack: + vs (Will); 1 Damage AND Staggered m Mace: +1 vs ; 1 Damage M Staggering Smite: + vs (Fort); Damage AND Staggered F 0 Evil Shadow Undead ; Insubstantial; Phasing Immune Poison; Resist Necrotic Life Drain: This creature heals whenever its m attack destroys an enemy or causes it to become Bloodied. Fear given will, hate given form. 2 0 Evil Human Martial Bladestorm: Immediate, when an adjacent enemy activates; make a m attack against that enemy. Revel in Brutality: This creature heals whenever its M attack destroys an enemy. The brutal god Bane gifts his followers with the means to kill and honors them for every death they cause. Evil Immortal Goblin Disguise Self: This creature is invisible until it attacks. Devour Alive: + Damage against Staggered or Stunned targets. Feed : Whenever this creature destroys an enemy, it can choose to heal. If it does so, it can take no actions on its next turn. Barghests feast on blood and souls, growing stronger with every screaming death. Dragon Spawn Will of Tiamat: Adjacent allies have +2 (Will). Crusade: Use at start off this creature s turn. Choose a keyword; all Dragon creatures in your warband deal + M Damage against enemies with that keyword until end of round. Zealotry: Use after this creature fails a saving throw. Reroll that save. 2/0 /0 31/0 32/0

5 HOBGOBLIN MARSHAL ICE MEPHIT KOBOLD TRAPMAKER LADY VOL 1 0 m Falchion: +11 vs ; Damage Goblin Hobgoblin Phalanx Fighting: +2 while adjacent to an ally. Motivator: Goblin allies have +2 Speed. Use at start of your creature s turn. Move that creature up to its Speed. Use at start of round. Goblins in your warband have +2 Attack this round. 1 F m Claw: +12 vs ; + cold Damage M Freeze: +12 vs ; cold Damage AND Immobilized C Freezing Breath: (small cone) + vs. (Fort); 1 cold Damage AND Slowed Elemental Cold Immune Cold Cold Healing : This creature heals each time an effect would deal cold damage to it. As cold and cruel as winter, with frostbit souls m Spear: + vs ; Damage R Crossbow: (sight) + vs ; Damage Kobold Set Trap: Replaces attack action: Place a trap counter in an adjacent square. Any non- Kobold creature that moves into or adjacent to a square with a trap counter, or that activates within one of those squares, triggers Crushing Stone. Once the trap is triggered, remove the trap counter. Crushing Stone: + vs (Ref ); Damage Fearful in battle, swift in retreat, deadly in disregard. 1 2 F m Scepter: + vs ; 2 Damage C Poison Breath: (large cone) + vs (Fort); poison Damage AND ongoing poison Damage (save ends). RECHARGE when first Bloodied. C Forcewave: (large cone) + vs (Fort); Damage AND push Large or smaller target 3 squares Evil Undead Dragon Elf Unique. Immune Poison Resist Acid, Necrotic CHAMPION 3 Use at start of round. Whenever an ally is eliminated this round, all creatures adjacent to that ally take Damage. Use when one of your creatures makes a C attack. Choose an ally in the area of that attack. The attack misses that ally. 33/0 3/0 3/0 3/0 3 MEDUSA ARCHER 3 MIND FLAYER LICH 3 NOBLE SALAMANDER PRISONER m Snaky Hair: + vs ; Damage AND ongoing poison Damage R Longbow: (sight) +1 vs ; 1 Damage R Petrifying Gaze: (range ) + vs (Fort); Immobilized ; if target is already Immobilized, it is Petrified instead (see below). Medusa Archer s Eye: Immediate, when this creature misses with Petrifying Gaze; make a Longbow attack against same target. Precise Shot: Enemies do not provide cover against this creature s R attacks. Petrified: Affected creature cannot move or attack, is inactive, has Resist All, and cannot score VP (save ends all). This condition also ends if the creature that created it is destroyed. 2 m Tentacles: + vs ; 1 Damage A Black Tentacles: (radius 2 within sight) +1 vs (Ref ); Immobilized R Deathmind: (nearest) +1 vs (Will); necrotic Damage AND slide 2 squares AND Confused C Mind Blast: (large cone) +1 vs (Will); psychic Damage AND Staggered Evil Mind Flayer Undead Mastermind + (Will) Immune Poison Resist Necrotic Use at start of round. Allies are immune to this creature s Mind Blast this round. Use on your turn. An enemy champion of your choice loses 1 use of its Champion powers m Flaming Spear: +1 vs ; + fire Damage M Tail Lash: +1 vs ; Damage AND ongoing fire Damage and Immobilized (save ends both). RECHARGE when this creature uses Cleave. C Fireburst: (burst 1) +1 vs (Ref ); ongoing fire Damage Elemental Fire Immune Fire Reach 3 Cleave: Immediate, when this creature s M attack destroys an enemy; make a m attack. Usable once per creature s turn. All will burn at my whim. Kevris K tael, noble salamander 2 1 Human Bound: Cannot take attack actions and does not provide flanking to allies. Chained: At end of round, unless this creature is adjacent to an ally other than a creature named Prisoner, it is eliminated and the opponent scores + VP. Objective: Score + VP if this creature occupies one of your victory areas. Freedom cannot be destroyed. Hope cannot be enslaved. 3/0 3/0 3/0 0/0

6 2 SKELETAL COURSER 2 TRAINED CARRION CRAWLER KRENSHAR LIFELEECH OTYUGH 1 0 m Lance: +11 vs ; 1 Damage M Mounted Attack: This creature moves up to its Speed and makes a m attack at any time during its move. Undead Skeleton Mounted Immune Poison Vulnerable Radiant Cavalry : + M Damage against non- Mounted enemies. Powerful Charge : + M Damage on charge. Death rides a pale horse. m Bite: +1 vs ; 1 Damage M Paralyzing Tentacles: +11 vs (Fort); Damage AND Slowed ; if already Slowed, target is instead Immobilized (save ends); if already Immobilized, target is instead Stunned. Aberrant Beast Opportune Paralysis: Whenever this creature has combat advantage, a target hit by its Paralyzing Tentacles attack is Immobilized (save ends) instead of Slowed; if already Immobilized, target is instead Stunned m Bite: + vs ; Damage Beast Krenshar Cause Fear: Use when a creature ends its turn adjacent to this creature. That target is Staggered until end of its next turn; Krenshars immune. (Fear) Hobgoblins and other warlike humanoids sometimes use these creatures as vicious scouts. 0 m Tentacle: + vs ; 2 Damage M Constrict: (smaller target only) + vs ; Damage AND Followup Followup: + vs (Ref ); Stunned M Lifeleech: (Stunned target only) +12 vs (Will); 1 Damage AND this creature heals 1. RECHARGE when this power destroys a target.. Aberrant Beast 1/0 2/0 3/0 /0 2 BABAU BERSERK FLESH GOLEM CARNAGE DEMON CEREBRILITH 2 0 m Claws: +1 vs ; Damage AND ongoing necrotic Damage Evil Demon Hide: if this creature has ranged cover other than from intervening creatures against a nonadjacent enemy, it is invisible to that enemy. Necrotic Slime : Any creature that hits this creature with a M attack takes necrotic Damage. Sneak Attack : + Damage whenever this creature has combat advantage against target. These demons of corruption and rot serve their masters ably as assassins. 12 m Fists: +1 vs ; Damage Construct Resist All Ponderous: Can t shift. Murderous: On its turn, this creature cannot attack a non-bloodied target or take a move action if a Bloodied enemy is adjacent to it. Once a golem goes berserk, it doesn t stop until it or its enemies are completely destroyed m Claws: + vs ; Damage Evil Demon Resist Fire Mob 2: Every 2 creatures named Carnage Demon count as 1 creature for the purpose of warband construction. Carnage: + M Damage if at least 1 other creature named Carnage Demon is within squares of this creature. Squad Activation: All creatures in your warband named Carnage Demon must activate as a single activation m Claws: +1 vs ; Damage R Ego Whip: (sight) +1 vs (Will); Damage AND Dazed Evil Demon Psionic +2 (Fort, Will) Immune Lightning Psychic Cleave: Immediate, when this creature s m attack destroys an enemy; use Ego Whip. Usable only once per creature s turn, only while uses remain. Psychic Drain: Whenever an enemy becomes Bloodied by a M attack of an ally adjacent to this creature, RECHARGE Ego Whip. /0 /0 /0 /0

7 32 CLAWBORN SCORROW DROTAUR RAGER 1 DROW ENFORCER 2 FROST GIANT JARL 0 m Claws: +12 vs ; 2 Damage M Sting: + vs (Fort); Damage AND ongoing poison Damage M Scorrow Fury: Make 2 m attacks and a Sting attack, all against the same target. RECHARGE when this creature destroys an enemy. Aberrant Drow Eberron s scorrows are descended from drow blessed by the scorpion god Vulkoor. 11 m Battleaxe: +1 vs ; Damage M Double Attack: Make 2 m attacks. R Spit Fire: (range ) +12 vs (Ref ); fire Damage AND ongoing fire Damage (save ends). RECHARGE when first Bloodied. Dragon Primal Bloodrage : + M Damage while Bloodied. Dracotaurs respect power above all, revering true dragons and despising enemies that fall before them in battle. 1 m Longsword: + vs ; Damage Fey Drow Riposte: Immediate, when an adjacent enemy attempts a M attack against this creature; make a m attack against that enemy. Drow have little to fear from other races, but much to fear from one another m Frostbrand: + vs ; 2 + cold Damage AND Followup Followup: +1 vs (Fort); Stunned C Icequake: (burst 2) +1 vs (Fort); 2 cold Damage AND Stunned Giant Cold Resist 2 Cold; Vulnerable Fire Chill Presence: Allies within squares have +2 Attack with effects that deal cold Damage. Cleave: Immediate, when this creature s M attack destroys an enemy; make a m attack. Usable once per turn. Use at start of round. Allies ignore enemies Resist Cold and Resist Fire until end of round. Use at any time. RECHARGE 1 effect that deals cold damage for 1 ally. /0 0/0 1/0 2/0 GNOLL CLAW FIGHTER KUO-TOA HUNTER 2 KUO-TOA WHIP 2 LARGE CHAOS BEAST 1 0 m Claws: + vs ; Damage M Rend: Usable on charge, + vs ; Damage AND Followup Followup: + vs (Ref ); Damage Evil Gnoll Primal Bloodrage : + M Damage while Bloodied. Bloodthirsty : + M Damage against Bloodied targets. Gnolls with a touch of fiendish blood sometimes turn their natural advantages to frenzied, hand-to-hand combat m Spear: + vs ; Damage R Spear: (range ) + vs ; Damage Aquatic Kuo-Toa Rage Hunter : + M Damage while only 1 enemy is adjacent to this creature. Slick Maneuver: Replaces move action, only while adjacent to an enemy: Shift to any square adjacent to that enemy. Kuo-toas are a fallen people, their great empires long ago lost to cruel decadence and ancient hubris. 0 m Scepter: +1 vs ; + lightning Damage C Lightning Bolt: (line 12) + vs (Fort); lightning Damage; +1 Attack and + Damage for each creature named Koa-Toa Whip within squares (maximum Damage) Aquatic Kuo-Toa Rage Resist Lightning Group Command: Add the Champion ratings of all creatures named Kuo-Toa Whip in your warband when determining your highest Champion rating. Slick Maneuver: Replaces move action, only while adjacent to an enemy: Shift to any square adjacent to that enemy. Use at start of round. Each Aquatic ally has +1 Attack until end of round for each creature named Kuo-Toa Whip within squares when it activates. Use at start of round. Allies have +2 Speed until end of round. 0 m Tentacles: +11 vs ; 2 Damage M Impart Instability: + vs (Fort); 1 Damage AND ongoing psychic Damage AND Chaos Instability (see below) Aberrant Chaos Instability: Whenever this creature hits with Impart Instability, roll 1d to impose an extra condition on target. 1 : None; : Dazed ; 11 1: Confused ; 1 : Stunned; : Helpless That thing s just wrong. Lidda, halfling rogue 3/0 /0 /0 /0

8 LARGE SHADOW DRAGON 32 LARGE WHITE DRAGON 2 ORC BANEBREAK RIDER 1 SHADOW 2 F m Claw: +1 vs ; Damage C Shadow Breath: (large cone) +1 vs (Fort); necrotic Damage AND Enervated. RECHARGE when first Bloodied. Shadow Dragon ; Conceal ; Hide Shadow Jump: Immediate, on this creature s turn; place this creature in any space within squares adjacent to a wall and to which it has line of sight. RECHARGE when this creature uses Shadow Breath. Sneak Attack : + Damage whenever this creature has combat advantage against target. Use at start of round. 1 creature in your warband gains Conceal 11 until end of round. Use immediately before using Shadow Breath. That attack s Enervated condition instead has a duration of. 1 1 F 0 m Bite: + vs ; + cold Damage C Frost Breath: (large cone) + vs (Ref ); cold Damage. RECHARGE when first Bloodied. M Mauling Bite: Make 2 m attacks against same target; if both hit, make a m attack against another target within Reach. Dragon ; + (Fort) Resist 1 Cold Use at start of round. For the rest of the round, a target that takes cold damage is also Immobilized until end of its next turn. Use before taking your first turn of a round. If this creature destroys 1 or more creatures during this round, score +1 VP m Slashing Axe: +1 vs ; 2 Damage M Punishing Axe: + vs (Fort); Damage AND push 2 squares Orc Mounted + (Fort) Stable Footing: Difficult terrain does not affect this creature s movement. Cavalry : + M Damage against non- Mounted targets. You keep your clever strategies. We will charge. We will destroy. This is the way of the banebreak. Urush Onetusk, orc banebreak rider 1 F m Shadow Touch: + vs (Ref ); 1 Damage M Shadow Drain: + vs (Fort); Damage AND Bloodied target is Enervated Shadow Undead Insubstantial ; Phasing Immune Poison; Vulnerable Radiant Shadow Killer: + Damage against Enervated targets. Shadows beget shadows. Elven proverb /0 /0 /0 0/0

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