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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Elephanthulhu |
BrickQuest: By Peter F. Guenther, 2003-2007
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