Monday, 26 August 2013

The Monsters of HeroQuest by LucasX

Here is a Cool bunch of bestiary tables for Morcar/Zargon by LucasX.

The Monsters of HeroQuest
Orc-kin
Move
Attack 
Defend 
Body 
Mind 
Special 
Goblin
10
2
1
1
1
Goblin Shaman
10
2
1
2
2
Spellcaster: 2
Orc
8
3
2
1
2
Orc Shaman
8
2
2
2
3
Spellcaster: 3
Black Orc 
6
3/3
3
2
2
Two Attacks
Fimir
6
3
3
2
3
Hobgoblin 
8
2
3
2
1
Bugbear 
6
4
3
3
2
Troll
6
3/3
3
7
2
Regenerate: 1, Two Attacks
Ogre 
4
6
4
10
2

 
 
Undead 
Move 
Attack 
Defend 
Body 
Mind 
Special 
Skeleton 
6
2
2
1
0
Zombie 
5
2
3
1
0
Wight 
6
3
3
2
0
Mummy 
4
3
4
2
0
Ghost 
10
4
4
3
0
Vampire (human)
8
4
6
6
4
Hypnosis, Bite, Shapeshifter 
Vampire (bat) 
12
1
3
6
4
Flying 
Vampire (wolf) 
9
6
3
6
4
Vampire (mist) 
12
0
0
6
4
Flying, Nothing Harms 
Lich 
6
5
6
8
6
Spellcaster: 4, Paralyze 
Lich in Throne
0
5
6
10
6
Spellcaster: 6, Paralyze 
Necromancer 
varies
varies
varies
varies
varies
Spellcaster: 2 to 6

 
 
Chaos 
Move 
Attack 
Defend 
Body 
Mind 
Special 
Chaos Archer 
8
3 (1)
2
2
2
Ranged Attack 
Chaos Warrior 
7
4
4
3
3
Doomguard Chaos Warrior
8
4
6
3
3
Gargoyle
6
4
5
3
4

 
 
Swarms
Move 
Attack 
Defend 
Body 
Mind 
Special 
Giant Bat 
12
1
3
1
1
Flying 
Giant Rat 
10
1
2
1
1
Up to: 2
Giant Spider 
6
1
2
1
1
Webs: 1, Poison 
Gigantic Scorpion 
8
4/4
6
8
2
Two Attacks, Sting Attack 
Gigantic Spider 
8
4
4
8
2
Webs: 4, Poison
Snotling 
12
1
1
1
1
Up to: 4

 
 
Skaven
Move 
Attack 
Defend 
Body 
Mind 
Special
Skaven 
9
2
3
1
2
Skaven Champion 
9
3
4
2
3
Skaven Assassin 
10
2/1
2
2
2
Two Attacks 
Skaven Warlock 
9
1
3
2
4
Spellcaster: 4

 
 
Arctic 
Move 
Attack 
Defend 
Body 
Mind 
Special 
Ice Gremlin 
10
2
3
3
3
Steal Items 
Yeti 
8
3
3
5
2
Hug Attack
Polar Warbear 
6
4/4
3
6
2
Two Attacks
Frozen Horror 
8
5
4
6
4
Spellcaster: 12

 
 
Henchman 
Move 
Attack 
Defend
Body 
Mind 
Special
Swordsman 
5
4
5
2
2
Cost: 100 GC
Crossbowman 
6
3
3
2
2
Cost: 75 GC, Wields Crossbow 
Halberdier 
6
3
3
2
2
Cost: 75 GC, Can Attack Diagonally 
Scout 
9
2
3
2
2
Cost: 50 GC, Can Disarm Traps

 
 
Elven 
Move 
Attack 
Defend 
Body 
Mind 
Special 
Giant Wolf 
9
6
3
5
1
Elven Archer 
6
4 (1)
2
3
2
Ranged Attack 
Elven Warrior 
6
4
3
3
2

 
 
Animals
Move 
Attack 
Defend 
Body 
Mind 
Special 
Bear 
7
3
3
6
1
Hug Attack 
Giant Bat 
12
1
3
1
1
Flying
Giant Rat 
10
1
2
1
1
Up to: 2
Giant Spider 
6
1
2
1
1
Webs: 1, Poison 
Wild Cat 
10
2/2
3
4
1
Two Attacks
Wild Hound 
10
4
2
3
1
Wolf 
9
6
3
5
1

 
 
Elementals
Move 
Attack 
Defend 
Body 
Mind 
Special
Air Elemental 
12
2
6
8
0
Immune to Air, Double Damage from Earth, Only Magic Harms
Earth Elemental 
6
6
4
8
0
Immune to Earth, Double Damage from Air, Only Magic Harms 
Fire Elemental 
10
5
4
8
0
Immune to Fire, Double Damage from Water, Only Magic Harms 
Water Elemental 
8
4
3
8
0
Immune to Water, Double Damage from Fire, Only Magic Harms

 
 
Dragon (base)
Move
Attack 
Defend 
Body 
Mind 
Special 
Black Dragon 
12
4/3/3/2
6
15
5
3 Acid Breaths, Immune to Acid, Flying
Blue Dragon
12
4/3/3/2 
6
15
5
3 Lightning Breaths, Immune to Lightning, Flying
Green Dragon 
12
4/3/3/2
6
15
5
3 Gas Breaths, Immune to Poison, Flying
Red Dragon 
12
4/3/3/2
6
15
5
3 Fire Breaths, Immune to Fire, Flying
White Dragon 
12
4/3/3/2
6
15
5
3 Ice Breaths, Immune to Ice, Flying

 
 
Enemy Skills
Skill
Ability 
Spellcaster: X
This monster has knowledge of magic and may cast spells. Choose X spells from the spells accessible and give them to this monster.
Two Attacks 
This monster possesses two attacks. These two attacks can be made against one opponent or one attack can be made against two different opponents.
Regenerate: X 
This monster has a regeneration ability that allows it to heal its wounds. This monster restores X Body Point(s) per turn until killed.
Flying 
This monster can fly. With this ability, this monster may move through squares occupied by Heroes.
Paralyze 
This monster's touch can paralyze whatever it touches. If the monster deals at least 1 Body Point of damage, the Hero is paralyzed. Immediately and on each following turn, that Hero rolls 1D6 for each remaining Body Point. If a 6 is rolled, the paralysis is removed and the Hero may move and take actions on his next turn. While paralyzed, the Hero may not move or attack and uses 2 dice to defend.
Ranged Attack 
This monster possesses a weapon that allows it to fire upon an enemy from a distance. The first attack dice value is the ranged attack which may be used against any target in the monster's line of sight. The second attack dice value is the close combat attack which is only used against adjacent enemies.
Up To: X 
Some monsters are small enough that more than one may stand in a square. Up to X of that monster may stand in a square. When attacking or defending, monsters in that square have a total attack and defend dice of all monsters in that square. Monsters in this form retain their original Body and Mind Points and when enough damage is dealt to kill one, then one is removed, and so on.
Poison 
This monster's attack has poison in it. A Hero who suffers 1 Body Point of damage is treated as poisoned. A poisoned Hero will lose 1 Body Point on each following turn until he drinks a Potion of Healing (the potion only cures the poison, not any lost Body Points).
Hypnosis 
This monster's mere looks can transfix a Hero turning him against his allies. A monster with this ability may try to hypnotize a Hero instead of performing an action. This hypnosis is treated as a Command Chaos Spell.
Bite 
Some monsters have a bite that drains the life from its opponents. This monster may bite an adjacent Hero instead of attacking. If it chooses to bite, it attacks with half its attack dice. Any damage dealt to the Hero is added to the monster's Body Points total.
Shapeshifter 
This monster can change its form. This monster has other forms listed. When changing forms it retains its current Body and Mind Points but Attack and Defend dice change to equal the monster's new form.
Hug Attack 
By gripping the Hero, the monster squeezes the life out of him. If the monster's attack deals at least 1 Body Point of damage, the Hero is grabbed in a powerful hug. On each following monster turn, the Hero loses 2 Body Points. Neither the Hero or the monster may make any actions. This continues until the Hero dies or the monster is killed.
Steal Items 
Some monsters may steal an item from the Heroes. Instead of attacking the monster may steal an item instead. The item stolen cannot be an armor or weapon the Hero is using. If the monster is slain, the item is recovered. If no Hero can see the monster that stole the item, remove it from the board. The item is removed from the Hero's character sheet.
Sting Attack 
This monster is able to grab its opponent and quickly hit him with a poison sting. If this monster inflicts 1 Body Point of damage from an attack, it grabs the Hero and deals 1 die of damage. If this deals any damage, the Hero is treated as poisoned.
Webs: X 
This monster may make webs to block the Heroes movement. The monster may produce X web(s) that may be placed in any adjacent square or the square it stands on. The web blocks movement (except for the monster that made it and others of its type) but not line of sight. The web has defend dice equal to the monster's defend dice.
Immune to X 
This monster has a certain immunity to some forces of nature. Any damage dealt to the monster from an X source is reduced to zero.
Double Damage from X 
This monster has a certain weakness to some forces of nature. Any damage or damage dice dealt to this monster from an X source is doubled. Any dice used to prevent damage remain the same.
Only Magic Harms 
This monster has a great immunity to non-magical attacks. Magical weapons or spells can only harm this monster.
Nothing Harms 
This monster has assumed a form that protects it. This monster can't be harmed by anything magical or otherwise. 

 
 
Dragon Breath Weapons
Acid (Black Dragon) 
This breath weapon is used on an adjacent character. The acid will eat up to 2 defense dice in armor (i.e. helmet and shield, chain mail, etc.). If the acid destroys some or no armor it deals 2 Body Points of damage whether none or one defense die is lost. Artifacts are unaffected and absorb the acid.
Fire (Red Dragon)
This breath weapon sends out a line of fire up to five spaces in any direction. The flame deals 3 Body Points of damage. Each character hit then rolls 2D6, for each 5 or 6 rolled the damage is reduced by one point.
Ice (White Dragon) 
This breath weapon sends out a line of ice up to five spaces in any direction. The ice deals 2 Body Points of damage. Each character hit then rolls 2D6, for each 5 or 6 rolled the damage is reduced by one point. Any character hit by the ice and suffers at least one Body Point of damage is frozen. A frozen character can't perform any action including move, attack, or defend. A frozen character remains frozen until they roll a 6 on a D6 for each Body Point they have left.
Lightning (Blue Dragon) 
This breath weapon sends out a bolt of lightning in any direction. The bolt travels in a straight line until it hits a wall or closed door (but will pass over furniture). It inflicts 2 Body Points of damage on all characters that stand in its path.
Poison Gas (Green Dragon) 
This breath weapon fills the room or corridor with a cloud of toxic gas. Everyone in the same room or corridor (except the dragon) suffer 3 Body Points of damage. Anyone that suffers damage rolls 2D6, for each 5 or 6 rolled the damage is reduced by one point.

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