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.

[Home][Back]