Monsters

Centaur Crossbowman
Movement: 6
Attack Dice: 3
Defense Dice:
2
Minimum/Maximum Range:
2/7
Initiative:
10
Special Abilities:
None
Hit Points:
12
  Centaur Swordsman
Movement: 6
Attack Dice:
4
Defense Dice:
3
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities:
None
Hit Points:
12
Special weapon by Issac Yue


Centaur Halberdier
Movement: 6
Attack Dice:
3
Defense Dice:
3
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities:
None
Hit Points:
12
Cult Acolyte
Movement: 4
Attack Dice:
2
Defense Dice: 2
Minimum/Maximum Range:
0/0
Initiative: 5
Special Abilities:
None
Hit Points:
7


Cultist Blowgunner
Movement: 4
Attack Dice:
3
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities:
Can only make one blowgun attack per turn (but still gets two actions per turn); may use Poison (a character damaged by this creature takes an extra point of damage the following turn)
Hit Points:
7
Cultist Priest
Movement: 5
Attack Dice:
4
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities:
Cleric Spells (8 Spell Points)
Hit Points:
10


Minotaur
Movement: 4
Attack Dice:
4
Defense Dice:
4
Minimum/Maximum Range:
0/0
Initiative:
9
Special Abilities:
Hit Points:
15
Special weapon by Issac Yue
Ninja (Grey)
Movement: 5
Attack Dice:
2*
Defense Dice:
2*
Minimum/Maximum Range:
0/0
Initiative:
10
Special Abilities: Ninja Focus
(At the beginning of each turn, this creature may choose two additional dice for either Attack or Defense for the turn.)
Hit Points:
10


Ninja (Black)
Movement: 5
Attack Dice:
3*
Defense Dice:
2*
Minimum/Maximum Range:
0/0
Initiative:
12
Special Abilities: Ninja Focus
(At the beginning of each turn, this creature may choose two additional dice for either Attack or Defense for the turn.)
Hit Points:
14
Ninja (Red)
Movement: 6
Attack Dice:
3*
Defense Dice:
3*
Minimum/Maximum Range:
0/0 or 2/6
Initiative:
14
Special Abilities: Ninja Focus
(At the beginning of each turn, this creature may choose two additional dice for either Attack or Defense for the turn.) Melee and Ranged Attack (This character may make either melee or ranged attacks in a round, but not both.)
Hit Points:
18


Ninja Warlord
Movement: 7
Attack Dice:
4*
Defense Dice:
4*
Minimum/Maximum Range:
0/0
Initiative:
16
Special Abilities: Ninja Focus
(At the beginning of each turn, this creature may choose two additional dice for either Attack or Defense for the turn.)
Hit Points:
22
Shaman
Movement: 4
Attack Dice:
2
Defense Dice:
2
Minimum/Maximum Range:
0/0
Initiative:
9
Special Abilities:
Cleric Spells (14 Spell Points)
Hit Points:
15


Tygurah
Movement: 4
Attack Dice:
4
Defense Dice:
3
Minimum/Maximum Range: 0/0
Initiative:
8
Special Abilities: Living statue
(This creature pretends to be a statue until a target is close enough to attack.)
Hit Points:
15
   

Elephanthulhu
Movement: 2
Attack Dice:
5
Defense Dice:
4
Minimum/Maximum Range:
Anything within reach of a tentacle
Initiative:
9
Special Abilities:
This creature gets one movement action and three attacks per turn. Living statue (This creature pretends to be a statue until a target is close enough to attack.) Special Treasure (the eyes of this creature are incredibly valuable rubies, 5x normal value)
Hit Points:
24

 

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