13th Age 9 Monster Cards 2.pdf

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Orc Warrior
1st level troop [humanoid]
Initiative:
+3
AC:
16
PD:
14
MD:
10
HP:
30
Sword +6 vs. AC
- 6 damage
Dangerous:
Crit on 17+ unless
they are staggered.
Orc Shaman
2nd level leader [humanoid]
Initiative:
+5
AC:
18
PD:
12
MD:
16
HP:
36
Spear +6 vs. AC
- 6 damage
Dangerous:
Crit on 17+ unless
they are staggered.
R: Battle Curse +7 vs. MD
(1d3
nearby enemies!) - 4 psychic
damage, and for the rest of the battle,
melee attacks by orcs deal +1d4
damage against the target. (non-
cumulative).
Ghoul
3nd level spoiler [humanoid]
Initiative:
+8
Vulnerability: holy
AC:
18
PD:
16
MD:
12
HP:
36
Claws & bite +8 vs. AC
- 8 damage
Natural even hit:
The target is
vulnerable (enemies crit 18+) to
attacks by undead until the end of the
ghouls next turn.
Pound of flesh:
The ghoul’s
claw &
bite
attack deals +4 damage against
vulnerable targets.
Infected bite:
Any creature that is
slain by the ghoul a ghoul and not
consumed will rise as a ghoul the
next night.
Newly-risen Ghoul
2nd level mook [humanoid]
Initiative:
+5
Vulnerability: holy
AC:
17
PD:
15
MD:
11
HP:
9 (mook)
Claws +7 vs. AC
- 3 damage
Natural 16+:
The target is
vulnerable (enemies crit 18+) to
attacks by undead until the end of the
ghouls next turn.
Pound of flesh:
The ghoul’s
claw
attack deals +2 damage against
vulnerable targets.
Mook:
Kill one newly-risen ghoul
mook for every 9 damage you deal to
the mob.
Human Zombie
2nd level troop [humanoid]
Initiative:
+1
Vulnerability: holy
AC:
15
PD:
13
MD:
9
HP:
60
Rotting fist +7 vs. AC
- 6 damage
Natural 16+:
Both the zombie and
it’s target take 1d6 damage.
Headshot:
A critical hit against a
zombie drops it to 0 hp.
Goblin Shaman!
2nd level caster [humanoid]
Initiative:
+6
AC:
17
PD:
12
MD:
16
HP:
26
Spear +7 vs. AC
- 5 damage
R: Shaking Curse +6 vs. PD
- 8
damage, and until the shaman’s next
turn, the target takes 2 damage
whenever an enemy engages or
disengages from it.
Natural even roll:
During it’s next
turn, the shaman can target 2 nearby
enemies with the
shaking curse
instead of one.
Disengage +5:
Goblins only need to
roll a 6+ to disengage.
Goblin Scum
1st level mook [humanoid]
Initiative:
+3
AC:
16
PD:
14
MD:
11
HP:
5 (mook)
Club +6 vs. AC
- 4 damage
R: Short bow +6 vs. AC
- 3 damage
Disengage +5:
Goblins only need to
roll a 6+ to disengage.
Mook:
Kill one goblin scum mook for
every 9 damage you deal to the mob.
Hobgoblin Warrior
2nd level troop [humanoid]
Initiative:
+3
AC:
19
PD:
14
MD:
14
HP:
32
Longsword +7 vs. AC
- 8 damage
Natural even miss:
2 damage
Group tactics:
For every two
hobgoblins in the battle (round up),
one of them can use
well-armored
once during a battle.
Well-armored (group):
Ignore all
damage from a hit (but not a crit)
against AC.
Goblin Grunt
1st level troop [humanoid]
Initiative:
+3
AC:
16
PD:
13
MD:
12
HP:
22
Club +6 vs. AC
- 6 damage, if the
monsters outnumber their enemies; 4
damage if they don’t.
R: Short bow +6 vs. AC
- 4 damage
Disengage +5:
Goblins only need to
roll a 6+ to disengage.
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