Hybrid Sentinel: Difference between revisions
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Revision as of 22:13, 15 November 2016
Hybrid Sentinel is a monster found in the expansion Lair of the Wyrm.
Description
Nobody knows exactly where they came from, but there is no doubt in anyone's mind that hybrids are a force to be reckoned with! They walk like men, fly like dragons, and devastate anything in their path. While their sense of honor and duty may not be understood by most people, they have both in ample supply and will fight to the death to defend their kin.
Setup
# Heroes |
Minions | Masters |
---|---|---|
2 | 0 | 1 |
3 | 1 | 1 |
4 | 2 | 1 |
Act I
Minion
Speed 4 |
Health 5 |
Defense 1 Black | |||
Special 1 Fly |
Special 2 Prey on the Weak | ||||
Special 3 : +1 | |||||
Attack 1 Blue + 1 Red |
Master
Speed 4 |
Health 8 |
Defense 1 Black | |||
Special 1 Fly |
Special 2 Prey on the Weak | ||||
Special 3 : Fire Breath |
Special 4 : +1 | ||||
Attack 1 Blue + 1 Red |
Act II
Minion
Speed 4 |
Health 6 |
Defense 1 Black + 1 Brown | |||
Special 1 Fly |
Special 2 Prey on the Weak | ||||
Special 3 : +1 |
Special 4 : +1 | ||||
Attack 1 Blue + 1 Red |
Master
Speed 4 |
Health 9 |
Defense 1 Black + 1 Gray | |||
Special 1 Fly |
Special 2 Prey on the Weak | ||||
Special 3 : Fire Breath |
Special 4 : +2 | ||||
Attack 1 Blue + 1 Yellow + 1 Red |
Abilities
- Fly: This monster may ignore enemy figures and the effects of terrain while moving. It must end its movement in an empty space following normal movement rules.
- Prey on the Weak: Each of this monster's attacks targeting a hero with 2 or less gains +1 .
- Fire Breath: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately.