Monsters
Bat
Movement: 6
Attack Dice:
1
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
9
Special Abilities: Vermin
(can move through occupied squares; gets a +2 on Defense rolls)
Hit Points:
4
  Cerberus
Movement: 4
Attack Dice:
6
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
8
Special Abilities: Large Creature
(suffers a -2 to Defense rolls); gets three actions each turn instead of the usual 2.
Hit Points:
15


Black Dragon
Movement: 5
Attack Dice:
2
Defense Dice:
5
Minimum/Maximum Range:
0/0
Initiative:
11
Special Abilities: Large Creature
(Suffers a -2 to Defense rolls); breath attack (can be used as an action once every other round) does 3 dice of damage to a cone of length 3.
Hit Points:
20
Green Dragon
Movement: 6
Attack Dice:
2
Defense Dice:
6
Minimum/Maximum Range:
0/0
Initiative:
12
Special Abilities: Large Creature
(Suffers a -2 to Defense rolls); breath attack (can be used as an action once every other round) does 3 dice of damage to a cone of length 4.
Hit Points:
25


Gargoyle
Movement: 5
Attack Dice:
3
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
7
Special Abilities:
Hit Points:
12
Ghost
Movement: 5
Attack Dice:
2
Defense Dice:
3
Minimum/Maximum Range:
0/0
Initiative:
8
Special Abilities: Undead
(subject to turning); Incorporeal (can move through occupied squares; only count 5s and 6s in Attack roll against, unless attacker has an enchanted weapon)
Hit Points:
10


Goblin
Movement: 3
Attack Dice:
2
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
5
Special Abilities:
Hit Points:
6
Golem
Movement: 3
Attack Dice:
4
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
5
Special Abilities:
Hit Points:
14


Gremlin
Movement: 4
Attack Dice:
2
Defense Dice:
1
Minimum/Maximum Range:
0/0
Initiative:
6
Special Abilities:
Hit Points:
6
Lich
Movement: 4
Attack Dice:
4
Defense Dice:
3
Minimum/Maximum Range:
2/8
Initiative:
11
Special Abilities: Undead
(subject to turning); Wizard Spells (20 Spell Points)
Hit Points:
18


Mummy
Movement: 3
Attack Dice:
3
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
7
Special Abilities: Undead
(subject to turning); Mummy Rot (when a Mummy inflicts damage on a character, that character suffers an additional point of damage at the beginning of each round until Cured by a potion or a cleric. The effects of Mummy Rot are not cumulative; a character who has contracted it 5 times still only takes one point of damage per round.)
Hit Points:
12
Orc
Movement: 4
Attack Dice: 3
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
7
Special Abilities:
Hit Points:
9


Polar Bear
Movement: 3
Attack Dice:
4
Defense Dice:
2
Minimum/Maximum Range: 0/0
Initiative:
5
Special Abilities: Large Creature
(Suffers a -2 to Defense roll)
Hit Points:
12
Scorpion
Movement: 3
Attack Dice:
2
Defense Dice:
1
Minimum/Maximum Range:
0/0
Initiative:
8
Special Abilities: Poison
(a character damaged by this creature takes an extra point of damage the following turn); Vermin (can move through occupied squares; gets a +2 on Defense rolls)
Hit Points:
3


Skeleton
Movement: 3
Attack Dice:
2 (sword), 3 (ax), 4 (halberd)
Defense Dice:
1
Minimum/Maximum Range: 0/0
Initiative:
5
Special Abilities: Undead
(subject to turning)
Hit Points:
5
Snakeman
Movement: 4
Attack Dice:
4
Defense Dice:
3
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities:
Some snakemen have Wizard Spells (10 Spell Points)
Hit Points:
12


Spectre
Movement: 5
Attack Dice:
4
Defense Dice:
2
Minimum/Maximum Range: 0/0
Initiative:
11
Special Abilities: Undead
(subject to turning); Incorporeal (can move through occupied squares; only count 5s and 6s in Attack roll against, unless attacker has an enchanted weapon)
Hit Points:
12
Spider
Movement: 4
Attack Dice:
2
Defense Dice:
1
Minimum/Maximum Range: 0/0
Initiative:
7
Special Abilities: Poison
(a character damaged by this creature takes an extra point of damage the following turn); Vermin (gets a +2 on Defense rolls)
Hit Points:
4


Stone Elemental
Movement: 3
Attack Dice:
4
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
3
Special Abilities: Large Creature
(suffers -2 on Defense rolls)
Hit Points:
20
Troll
Movement: 3
Attack Dice:
5
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
5
Special Abilities: Regenerates
(at the beginning of each turn it starts with less than maximum hit points, it regains one hit point)
Hit Points:
11


Vampire
Movement: 5
Attack Dice:
4
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
11
Special Abilities: Undead
(subject to turning); Regenerates (at the beginning of each turn it starts with less than maximum hit points, it regains one hit point); can cast the Wizard Spell Ethereality to retreat if damaged too much (and will likely retreat to coffin). Does not regenerate while ethereal. Begins with 12 spell points for Ethereality spell only. If a Vampire reduces a character to 0 Hit Points, that character becomes a Vampire immediately, with all abilities and points of a Vampire.
Hit Points:
14
Wolfman
Movement: 4
Attack Dice:
4
Defense Dice:
3
Minimum/Maximum Range:
0/0
Initiative:
9
Special Abilities:
Lycanthropy: (If a character is damaged by a Wolfman's attack, roll a die. If the roll is 6, the character has contracted this dread disease. Unless Cured of the disease, 10 turns after being contracting Lycanthropy, a character will turn into a Wolfman and attack other characters. A character can be Cured for five rounds after turning into a Wolfman; after 5 rounds of being a Wolfman [15 after the actual damage] the effect is permanent.)
Hit Points:
10


Wraith
Movement: 4
Attack Dice:
3
Defense Dice:
5
Minimum/Maximum Range:
0/0
Initiative:
9
Special Abilities: Undead
(subject to turning); Incorporeal (can move through occupied squares; only count 5s and 6s in Attack roll against, unless attacker has an enchanted weapon)
Hit Points:
12
Yeti
Movement: 3
Attack Dice:
5
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
4
Special Abilities:
Hit Points:
12

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