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The HeroQuest Resource: Monsters

Index

Quests

Characters

Monsters

Magic

Artifacts

A note on monsters in my quests: If a player asks the stats of a monsters read them the description. If there is no description say something along the lines of "you cannot discern anything in particular." Once the player has defeated the monster he may know all his stats. Click Here for more excellent monsters

Fire Drake
Younger and smaller cousins of the dragon drakes are powerful enemies. Their eyes seem to have a gleam of intelligence in them.
Attack Dice4
Defend Dice5
Body Points4
Mind Points12
Movement20
Mana Points45
Flame Ball Spell
Tail Lash- Stuns hero for one round

Air Elemental
Attack Dice4
Defend Dice6
Body Points4
Mind Points10
Movement20
Mana Points20
Spells: Can use any of the spells in the wizards "Air" school.
Fierce Wind- Stuns everyone in the room for 1 round
Wind Throw- Throws hero into wall causing 3 body points of damage (make sure to move hero to the wall behind him)GM note: If you want to beef the elemental up make this spell also cause a 2 round stun.
Vapor- The elemental can move anywhere of his choosing. Once there he is healed and deactivated till heroes find him once again. (Much like "escape" spell except the elemental is healed) Notes on Elementals: Elementals can cast all spells as many times as they want except stun spells that affect a room (like fierce wind) which may only be cast once. Elementals are immune to spells from their own school. IE: Water spells will not harm a water elemental.

Water Elemental
Attack Dice5
Defend Dice6
Body Points4
Mind Points10
Movement15
Mana Points20
Spells: Can use any of the spells in the wizards "Water" school.
Water Throw- Throws a powerful burst of water at the hero causing 2 body points of damage.
Notes on Elementals: Elementals can cast all spells as many times as they want except stun spells that affect a room (like fierce wind) which may only be cast once. Elementals are immune to spells from their own school. IE: Water spells will not harm a water elemental.

Fire Elemental
Attack Dice5
Defend Dice3
Body Points8
Mind Points10
Movement10
Mana Points20
Spells: Can use any of the spells in the wizards "Fire" school.
Fire Burst- A roiling ball of flame bears down on the hero and cause 3 body points of damage
Summon Fire Drake- Summons two Fire Drakes two fight by the fire elemental. When the elemental dies the Fire Drakes also die. GM note: One of the heroes that plays my quest has the "Ring of Uncertainty" available Right Here on Jonathan Long's page. If one of your heroes does not have one of these their may be some play balancing issues to work out or you may just not want to use this spell.
Notes on Elementals: Elementals can cast all spells as many times as they want except stun spells that affect a room (like fierce wind) which may only be cast once. Elementals are immune to spells from their own school. IE: Water spells will not harm a water elemental.

Earth Elemental
Attack Dice5
Defend Dice8
Body Points8
Mind Points4
Movement5
Mana Points20
Spells: Can use any of the spells in the wizards "Earth" school.
Throw Rock- Throws a large rocks at the heroes causing 2 body points of damage
Eat Stone- The elemental eats a stone pillar (usually a collapsed roof or falling block trap) and rolls 1D6 to heal it self. Quest idea- Have a area where if the heroes set of a falling block trap they are stuck and must lure the Elemental into eating the pillar to free them.
Summon Rock Golem- Summons 2 Rock Golems to fight for the elemental. They die when the elemental dies.
See note on summoning monsters above.
Notes on Elementals: Elementals can cast all spells as many times as they want except stun spells that affect a room (like fierce wind) which may only be cast once. Elementals are immune to spells from their own school. IE: Water spells will not harm a water elemental.
GM note: This elemental is very tough to beat. Make sure the heroes are up to the task before sticking this one in your quests

Rock Golem
A massive stone golem, his rock skin makes him a formidiable enemy.
Attack Dice4
Defend Dice7
Body Points4
Mind Points2
Movement2
Mana Pointsnone

Giant Wasp
Attack Dice4
Defend Dice4
Body Points3
Mind Points2
Movement14
Mana Pointsnone
Wasp Sting- Poisons the Hero. Roll 1D6: 1-3 No effect. 4-6 Hero is poisoned. The hero loses one body point for 1D6 round(s).

The Neeram
The Neeram are a race of proud warriors. They are tribal and often nomadic. Neeram's most resemable the Indians of North America.

Neeram Warrior
The proud Neeram Warrior is eager and ready to battle. His body and face covered in warpaint he is a formidable foe and will die to see his name sent in glory to the heavens.
Attack Dice5
Defend Dice4
Body Points6
Mind Points8
Movement3
Mana Points2
Battle Cry- Warrior howls out a cry to his ancient ancestor and attacks with one extra combat die. May only be used once.

Neeram Chieftain
A wizened and older warrior. While the Chieftain may be past his physical prime he seems to have gained something extra from those years.....
Attack Dice4
Defend Dice4
Body Points5
Mind Points6
Movement6
Mana Points5
Leadership- If the Chieftain is within a 6 square radius of Neeram Warriors they receive an extra combat die, if used in conjunction with the Warrior's Battle Cry this can have devastating effects.
Pound- The giant chieftain pounds his huge cudgel upon the ground causing all heroes to roll 1D6. If a 5-6 is rolled, no effect. Any other roll will result in the hero being stunned for a round. Because of the recoil of this attack it may only be used once every 5 rounds.
Mana Share- The chieftain sends all his mana to the target of this spell (normally a Neeram Shaman)

Neeram Shaman
Never trained for physical combat the Neeram Shaman is nonetheless a powerful opponent
Attack Dice2
Defend Dice3
Body Points3
Mind Points9
Movement5
Mana Points22
Spells:
Soul Blast- 5 MP- Channels "soul energy" at the target causeing 2 BP damage.
Mana Steal- 8 MP- Target of spell must roll 2D6- The total amount rolled is the mana given to the Shaman and taken away from the target. If the target does not have enough mana then all the mana he has is sent to the shaman. Note: This may be used on any being, Character or monster.
Immolation- 20 MP- Target rolls 1D6 and that is the amount of damage received.

Troll
This giant lumbering green giant is a fearsome looking opponent. Weighing near a half-ton and standing a full 2 heads taller then a giant-man Troll's are truly a site to behold.
Attack Dice6
Defend Dice4
Body Points5
Mind Points1
Movement4
Mana Points0
Regeneration- If a troll survives 3 rounds he may regenerate 2 lost body points. This occurs every 3 rounds the troll survives automatically and it not considered a action.
Sun- If the troll is exposed to bright sunlight it is stunned for 1 round.
Hill Troll
Meaner and bigger then a standard troll, hill trolls carry massive greatswords that can slice an opponent in half
Attack Dice8
Defend Dice4
Body Points6
Mind Points2
Movement5
Mana Points0
WeaponDented Greatsword
Regeneration- If a troll survives 3 rounds he may regenerate 2 lost body points. This occurs every 3 rounds the troll survives automatically and it not considered a action.
Dented Greatsword- May be taken from a fallen troll. It weighs nearly 70 pounds and is impossible for the average man to wield. A dwarf may carry it but wielding it would be nigh impossible. There may be creative ways to wield it but that is up to the player to find out. If the sword is wielded it gives an attack of +6.
Giant Tusk- The inside of the tusk of a Hill Troll is greatly valued by certain brewers and potion makers. If you have a Master Ranger in your group he may skin it and sell the tusk for 50 coins at the end of the quest.