Monster |
Move |
Attack |
Defend |
Body |
Mind |
Soul |
Evil |
Grade |
Special Rules |
Angel of Death |
10 |
4 |
5 |
1 |
0 |
5 |
|
C |
The Angel of Death may fly. |
Blue Goblin |
15 |
1 |
1 |
1 |
1 |
|
1 |
C |
|
Chaos Chieftain |
7 |
4 |
4 |
1 |
4 |
|
|
C |
|
Cymerion Ogre |
7 |
6 |
7 |
3 |
2 |
|
|
B |
Since Festral’s influence does not extend to the Cymerion Ogre Clan, the Cymerion Ogre is notoriously unreliable. At the start of each turn Morcar must roll 1 movement dice, on the roll of a 1 he/she will disappear and exit the dungeon, and on the roll of a 6, he/she will attack any monsters in the room before exiting. |
Death |
21 |
7 |
6 |
4 |
4 |
|
|
B |
Death is one of the Four Horsemen. |
Demon |
10 |
15 |
13 |
6 |
5 |
|
|
BB |
The Demon may fly. |
Famine |
20 |
6 |
6 |
4 |
4 |
|
|
B |
Famine is one of the Four Horsemen. Famine may set off a Famine Trap against any 1 figure in his line of sight. |
Ghost |
9 |
1 |
2 |
2 |
0 |
4 |
|
C |
The Ghost may move through any obstacle. He/she will only appear when you step over a Grave which contains one. |
Grimlock |
5 |
9 |
8 |
6 |
3 |
|
|
BB |
|
Harpy |
10 |
2 |
3 |
1 |
3 |
|
|
C |
The Harpy may fly. |
Haunter |
7 |
4 |
3 |
1 |
0 |
4 |
|
C |
The Haunter may move through any obstacle. |
Inquisitator |
10 |
10 |
10 |
10 |
10 |
|
|
BB |
The Inquisitator will ask a specified number of specified questions to you. If you can answer all correctly, he/she will disappear; if not he/she will attack. |
Invisible Gnat |
11 |
1 |
0 |
1/4 |
1/4 |
|
|
C |
You may only attack the Invisible Gnat if you can roll a double 5 on 2 movement dice, otherwise you lose your attack for that turn |
Lizardman |
6 |
3 |
2 |
1 |
2 |
|
|
C |
|
Manticore |
9 |
10 |
9 |
5 |
5 |
|
|
BB |
|
Orc Archer |
8 |
3 |
2 |
1 |
2 |
|
3 |
C |
Attack must be ranged. |
Orc Lord |
8 |
4 |
3 |
1 |
4 |
|
4 |
C |
|
Owbear |
6 |
8 |
9 |
4 |
3 |
|
|
BB |
|
Pestilence |
20 |
6 |
6 |
4 |
4 |
|
|
B |
Pestilence is one of the Four Horsemen. Pestilence may set off a Famine Trap against any 1 figure in his line of sight. |
Samurai |
8 |
4 |
3 |
1 |
4 |
|
|
C |
|
Skaven |
7 |
2 |
3 |
1 |
2 |
|
|
C |
|
Skaven Archer |
7 |
2 |
2 |
1 |
2 |
|
|
C |
Attack must be ranged. |
Skeleton Archer |
6 |
2 |
2 |
1 |
0 |
|
|
C |
Attack must be ranged. |
Skeleton Chieftain |
6 |
2 |
2 |
2 |
1 |
2 |
|
C |
|
Skeleton Lord |
6 |
3 |
3 |
1 |
2 |
3 |
|
|
|
Trapster |
9 |
4 |
4 |
5 |
15 |
|
|
B |
For every turn that you are in the same room as the Trapster you must roll 1 movement die, each number will set off a different trap against you: 1 - Spear Trap 2 - Molecule Trap 3 - Napalm Trap 4 - Cadaveric Incubator Of Endo Parasites Trap 5 - Venom Trap 6 - Spear Trap |
Vagabond |
8 |
2 |
3 |
1 |
3 |
|
|
C |
The Vagabond carries 1 movement die * 10 GCs which may be collected by an adjacent character/employee when he/she dies |
War |
21 |
6 |
7 |
4 |
4 |
|
|
B |
War is one of the Four Horsemen. |
Wizard Lord |
Var |
Var |
Var |
Var |
Var |
|
|
BB |
The Wizard Lord’s statistics vary from Quest to Quest. He/she may only be affected by Excalibur and holds all the evil Wizard’s spells. The Wizard Lord always wishes to derstroy Excalibur first, and so will only attack the Knight holding it, or anyone blocking him/her from it until the Knight is dead, when he will attack normally. |
Wraith |
6 |
4 |
4 |
1 |
0 |
4 |
|
C |
|
Monster |
Move |
Attack |
Defend |
Body |
Mind |
Soul |
Evil |
Grade |
Special Rules |
Android |
4 |
2 |
2 |
1 |
0 |
1 |
|
C |
Attack may be ranged. |
Chaos Commander |
6 |
3 |
4 |
2 |
4 |
|
|
C |
Attack may be ranged. |
Chaos Marine |
6 |
3 |
4 |
1 |
3 |
|
|
C |
Attack may be ranged. |
Dreadnought |
4 |
16 |
21 |
9 |
0 |
|
|
BB |
Attack may be ranged. |
Genestealer |
8 |
3 |
3 |
1 |
1 |
|
|
C |
|
Gretchin |
8 |
2 |
1 |
1 |
1 |
|
1 |
C |
Attack may be ranged. |
Ork |
6 |
3 |
2 |
1 |
2 |
|
3 |
C |
Attack may be ranged. |
Employee |
Move |
Attack |
Defend |
Body |
Mind |
Soul |
Evil |
Price |
Special Rules |
Gladiator |
7 |
5 |
5 |
2 |
2 |
5 |
0 |
50 GC |
A Gladiator may be hired at any time, but may only operate in a single room/corridor. I f you wish to get rid of him you may attack him yourself; he will not fight back. |
Knight |
9 |
6 |
6 |
3 |
6 |
5 |
0 |
250 GC |
Knights must be paid 25 GC at the end of each quest. |
Mounted Knight |
14 |
9 |
10 |
5 |
6 |
5 |
0 |
500 GC |
Mounted Knights must be paid 50 GC at the end of each quest. |
Notes:
I acquired the Manticore and Haunter figures from Dark World (Milton Bradley), the Skaven from Advanced HeroQuest (Games Workshop), the Room of Time Travel Monsters from Space Crusade (Milton Bradley) and the rest from a car boot sale. I used any Wizardy looking characters for the Inquisitator, Trapster and Wizard Lord.