This week we're looking at two uncommons and a very special rare, all of which should have some place on the skirmish table and in RPG dungeons. Ankheg
Well, that's how DMs in my sadistic play-groups like to use 'em. Maybe you've had better luck. In D&D Miniatures, the Ankheg will sign up with CG or CE as a wandering monster. Instead of having Difficult or Wild or some other control-limiting disadvantage, the Ankheg has an ability that makes it play better when it's in a warband with a commander who knows how to keep it on track: Natural Soul (Melee attack +2 and melee damage +5 when under command by a commander with Beastmaster). Xorn
As you'd expect for a rocky earth-creature, the Xorn has high AC and decent hit points. Its other earth-related ability, or disability in this case, is Earthbound (Attack -4 against creatures with Flight). Sending a Justice Archon to tackle a Xorn is a great idea. Sending a Chraal is not so wise. Roper
I'm not going to detail the Roper's nasty abilities. I'll just tell you that they add up to us costing him at 74 points. Now you can start worrying. That's all for this week. Swing by next week to meet a couple of Epic creatures.
About the Author Rob Heinsoo is the lead designer of D&D Miniatures. He's also the designer of Three-Dragon Ante, the card game played by D&D characters in taverns everywhere. WotC will publish Three-Dragon Ante in November as a noncollectible, 72-card deck. | ||
|
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. | ||