D&D Miniatures
Blood War Preview 3
Fire, Water, and Clarity
by Stephen Schubert

In War of the Dragon Queen, the huge-size expansion to the D&D Miniatures Game recently released, we gave you miniatures made from clear plastic that represent fiery Magma Hurlers and burning Fire Elementals. The Blood War expansion, set for release in early November, continues the trend of clear plastic, bringing to life a few more transparent creatures from the pages of D&D Monster Manuals -- a little bit of fire, a whole lot of water, and a cat that is usually pretty hard to see.


Some of you correctly guessed last week's silhouette -- the Hellcat, known in some circles as the Bezekira. This devilish kitty has an entry on page 54 of the Monster Manual. Of course, the challenge with the Hellcat is its "Invisible in Light" special ability, which as you might guess means that it normally can't be seen. Such a mini could have ended up with a rather uninspiring sculpt (just a flat base -- we often joke about an empty base for an invisible stalker mini), but instead we elected to craft the cat as if its faintly glowing outline were visible. The result is the transparent mini you see here. Those of you running Red Hand of Doom might also find that the Hellcat makes a perfect proxy for creatures found in Part 3 of that adventure.

In the D&D Miniatures skirmish game, the Hellcat may find a place in Lawful Evil bands searching for a potentially resilient front-line fighter. Pounce and Rend allow the Hellcat to deal up to 30 points of damage on its turn, and Conceal 11 means that it can evade hits even from hitters that get through its 21 AC. Damage Reduction and Spell Resistance are among the Hellcat's other defenses, while Speed 8 lets it fight wherever the battle might be. All in all, it's a pretty solid rare miniature to play with at a Limited event.

Large Water ElementalLarge Water Elemental

When we first began discussing adding clear plastic to the D&D Miniatures line, two minis were most often suggested as the first transparent miniature we should make. The one we've managed to get into this set is the Large Water Elemental. I don't think it could be cooler than the way it turned out, and it's uncommon as well. It's also one of the heavier minis in the set, being large and mostly solid plastic.

In the skirmish game, the Water Elemental provides more help for the Lawful Evil faction. While it swings twice each round with only +10 to attack, it hits for 15 damage when it connects. The Large Water Elemental is all about putting out fires, however, because it gains a +10 bonus to damage if it hits a creature with Immune Fire. Observant players will note that the Large Water Elemental has a special ability called "Elemental Traits" -- it isn't so much a new ability as a reminder that certain creature types have a long list of immunities that are detailed in the rulebook's glossary. We noticed that many players were forgetting that their dragon couldn't be paralyzed or their undead couldn't be stunned, so starting with Blood War we're adding a "Traits" line for elementals, undead, oozes, and other such creatures with lots of built-in immunities.

Living Flaming SphereLiving Flaming Sphere

Goodness, gracious! So technically, the Living Flaming Sphere is a creature. After all, living spells were introduced in the Eberron Campaign Setting, and then later included in Monster Manual III. While a few DMs may use the stat block on the back of the Living Flaming Sphere's stat card and run the mini as a foe for his PCs to overcome, I expect that this mini will see the most use by players of spellcasters who want to mark where their flaming sphere is rolling. It's a sphere of fire. Not much else to say about it.

Skirmish players who want to burn a path to victory might use a Living Flaming Sphere in a Chaotic Good or Chaotic Evil warband. As a creature made of flame, the Flaming Sphere does fire damage in a number of ways. Its melee attack hits for 10 fire damage, it can trample another creature for 10 fire damage, and even creatures that hit it will take 10 fire damage. An unlucky foe could end up taking 30 fire damage in one round if it hits with its attack of opportunity when the Flaming Sphere tramples it and then hits with its own attack.

What's My Line?A three-for-one special this week! Next week, we're back to two, as I'll give you the first entry in a two-part preview. In the meantime, try to figure out who this little guy might be!

About the Author

Stephen Schubert is a Developer in RPG/Minis R&D, Lead Developer for the D&D Miniatures Game, and has worked on a variety of D&D game products, including Monster Manual IV, Tome of Battle, and Magic Item Compendium. He is the author of the upcoming Eberron super-adventure Eyes of the Lich Queen.

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