Creature Type Bonuses
all creatures have inherit passive or activated abilities depending on their type and subtype. characters also have these abilities
all creatures have inherit passive or activated abilities depending on their type and subtype. characters also have these abilities
Adviser - strategist - P - have an ally creature re roll lowest attack or defense rolls stated when adviser is summoned
Angel - divine passion - P - when at 4 or less health re roll 2 dice every turn
Ape - ruthlessness - P - deals 2 more damage and takes 1 more damage
Archer - snipe - A - can attack a target at double the normal range of your attack (2/encounter)
Archon - divine passion - P - when at 4 or less health re roll 2 dice every turn
Avatar - elemental resistance - P - upon summoning gains DR5 to one color at random
Badger - reliant - P - when summoned gain DR2 to color of your choice
Barbarian - cleave - P - when you kill an adjacent target you can initiate one more attack on another adjacent target
Bat - echo locate - P - can see invisibility and gets +1/+0 when attacking invisibility, must move at least 1/2 movement every turn
Bear - hibernate - A - can tap for two turns to refill all health
Beast - gore - A - after killing a creature you can spend a move action to have all enemies within 30 ft take -1/-1 next round (1/encounter)
Berserker - frenzy - P - after you take damage you cannot stop attacking until you are destroyed, +2/-1
Bird - perch - A - turn off flying and movement for a round to refill 1d6 life
Boar - musk - P - when summoned, all enemy animals must target boar next round, boar gets +1/+1 that round
Cat - pounce - A - can become invisible and go into defense, the next target to move within 20ft you can move to it and make a melee attack at +1/+0 (1/encounter)
Centaur - woodland stride - P - not effected by difficult terrain
Chimera - reliant - P - when summoned gain DR2 to color of your choice
Cleric - Heal - A - can tap to heal adjacent target 2d6 (2/encounter)
Construct - siege ready - P - DR 5 vs artifact creatures, creatures with powers greater than 5, and golems
Crab - dive - A - can only be effected by blue creatures or spells for 2 rounds
Cyclopes - naive - P - unaffected by fear effects
Demon - curse - P - when first damage is dealt to demon, attacker takes -1/-0 and moves at half speed for 3 rounds
Devil - terrify - P - when at full health and deals damage to a melee target it taps all adjacent creatures
Djinn - fortune - P - can re roll one die every turn
Dragon - frightful presence - P - upon entering the field can tap one target creature or with cost lower or equal to its own
Drake - sky view - P - can see invisible non flyers and gets +0/+1 vs invisible creatures
Druid - natural affinity - P - -1 colorless on the cost of 2 creature spells
Dwarf - fortitude - A - must defend, +1 toughness
Elemental - natural balance - P - deals double damage to elementals of the opposing element. (water-->fire-->earth-->air-->water)
Elephant - blind charge - A - can move half to full movement and attack to get +2/-1 that round
Elf - perceptive - P - can see invisibility
Elk - stamina - P - can move 2 times normal movement and attack
Fairie - glitter dust - P - the first damage dealt to them causes an adjacent attacker to take -1/-0 and loose special visions
Fish - dive - A - can only be effected by blue creatures or spells for 2 rounds
Fox - woodland stride - P - not effected by difficult terrain
Fungus - spores - P - all creatures that attack fungus can only move at half speed until healed
Giant - height - A - can gain reach for 1 turn and get +1/+0 that turn
Goblin - gang up - P -when 2 or more goblins are attacking the same target they all get +1/+0 that round
Golem - fortitude - A - must defend, +1 toughness
Griffin - cloud cover - A - can pass a flying or reach defender without combat (1/encounter)
Harpy - swoop - A - can attack a non flying non reach defender to gain +2/+0 that round (1/encounter)
Homunculus - light footed - P - can pass by an active defender without provoking combat but takes 2 dmg instead
Horror - terrify - P - when at full health and deals damage to a melee target it taps all adjacent creatures
Hound - growl - P - when a creature is hit by hound it must make hound the target of all attacks next round
Human - versatility - A - trade +1 to one stat for -1 to the other until you deactivate it. (1/ encounter)
Hydra - multiply - every time damage is dealt to hydra it adds 2 to its next damage total stacking
Illusion - phase - A - negate one attack before any dice are rolled, you are at half speed for the next two turns (1/encounter)
Insect - hive mind - P - if any other insects are on the field it must either target them or copy their every move, taps two enemy lands for one turn when summoned
Kavu - ruthlessness - P - deals 2 more damage and takes 1 more damage
Kithkin - light footed - P - can pass by an active defenders without provoking combat but takes 2 dmg instead
Knight - charge - P - move full movement and attack to get +1/+1 that turn
Kraken - tentacle grip - P - 1 creature in melee combat with kraken is pinned adjacent to kraken until kraken or target is destroyed
Lizard - cold blooded - P - take 2 less damage from red and blue attacks and spells
Merfolk - slippery - P - can move when tapped
Minotaur - bull rush - P -move 1/2 to full movement and attack to get +1/+0 that turn
Monk - devotion - P - when monk enters field gain use of one spent land next turn
Nymph - seduce - A - can spend an attack action to tap a target creature with higher cost than nymph within 10 ft (2/encounter)
Ogre - stench - P - creatures that are adjacent to you for more than 2 rounds get -1/-1, this is a type of disease
Orc - rage - A - cannot defend, must attack every turn if able, +1 power
Ox - hard working - P - re roll all 1s on defense rolls
Plant - entangle - A - can spend full action to pin all creatures in 30 ft for 2 turns (1/encounter)
Rat - disease - P - targets you deal damage to take 1 damage for every attack die they roll until healed
Rhino - blind charge - A - can move half to full movement and attack to get +2/-1 that round
Rogue - sneaky - A - can become invisible for 2 turns (1/encounter)
Salamander - slime coat - P - immune to pin effects
Satyr - inspire - A - can spend an attack action to give 2 allies +1/+0 or +0/+1 for 2 turns (1/encounter)
Scorpion - stinger trap - A - when summoned can be invisible until it moves, strikes, or leaves defense, victim gets -2 on defense rolls
Scout - spot - A - can see invisibility for 3 rounds, gets +1/+1 against invisible targets during those rounds
Serpent - constrict - A - tap to tap a target adjacent creature (2/ encounter)
Shade - shadow step - P - enters the field with 3 rounds of invisibility
Shaman - fast cast - P - -1 colorless on the cost of 2 instant spells
Shapeshifter - versatility - A - trade +1 to one stat for -1 to the other until you deactivate it. (1/ encounter)
Ship - siege ready - P - DR 5 vs artifact creatures, creatures with powers greater than 5, and golems
Siren - seduce - A - can spend an attack action to tap a target creature with higher cost than nymph within 10 ft (2/encounter)
Skeleton - heartless - P - immune to death touch , poison, and disease effects, takes 2x dmg from healing, DR 2 vs all combat damage
Soldier - formation - P - when soldier and 2 other ally creatures do the same thing for a round they get +1/+1 for the round
Snake - constrict - A - tap to tap a target adjacent creature (2/ encounter)
Sphinx - fortune - P - can re roll one die every turn
Spider - web shot - A - can spend an attack action to pin a creature with 30ft for 2 turns (1/encounter)
Spirit - manifest - P - cannot be countered
Toad - tongue whip - A - can pin a target within 20ft and move it to an adjacent space, it becomes unpinned when deactivated or ability is used again
Thrull - devour - A - can spend a move action after killing an adjacent target to gain 2d6 health (1/encounter)
Treefolk - natural affinity - P - -1 colorless on the cost of 2 creature spells
Unicorn - inspire - A - can spend an attack action to give 2 allies +1/+0 or +0/+1 for 2 turns (1/encounter)
Vampire - feed - A - when an adjacent humanoid creature is destroyed, you can spend a move action to feed on it to heal 3d6 health (1/encounter)
Vedalken - enchanter - P - -1 colorless on the cost of 2 enchantment spells
Viashino - cleave - P - when you kill an adjacent target you can initiate one more attack on another adjacent target
Wall - secure - P - creatures that try to pass with or without combat while you defend have a 50% fail chance
Warrior - power attack - A - can add 5 to a damage roll (1/encounter)
Werewolf - howl - A - when you die all allies get +2/+0 next turn
Witch - enchanter - P - -1 colorless on the cost of 2 enchantment spells
Wizard - arcane affinity - P - -1 colorless on the cost of 2 sorcery spells
Wurm - devour - A - can spend a move action after killing an adjacent target to gain 2d6 health (1/encounter)
Zombie - corpse body - P - immune to death touch, disease, and poison effects, takes damage from healing effects
Angel - divine passion - P - when at 4 or less health re roll 2 dice every turn
Ape - ruthlessness - P - deals 2 more damage and takes 1 more damage
Archer - snipe - A - can attack a target at double the normal range of your attack (2/encounter)
Archon - divine passion - P - when at 4 or less health re roll 2 dice every turn
Avatar - elemental resistance - P - upon summoning gains DR5 to one color at random
Badger - reliant - P - when summoned gain DR2 to color of your choice
Barbarian - cleave - P - when you kill an adjacent target you can initiate one more attack on another adjacent target
Bat - echo locate - P - can see invisibility and gets +1/+0 when attacking invisibility, must move at least 1/2 movement every turn
Bear - hibernate - A - can tap for two turns to refill all health
Beast - gore - A - after killing a creature you can spend a move action to have all enemies within 30 ft take -1/-1 next round (1/encounter)
Berserker - frenzy - P - after you take damage you cannot stop attacking until you are destroyed, +2/-1
Bird - perch - A - turn off flying and movement for a round to refill 1d6 life
Boar - musk - P - when summoned, all enemy animals must target boar next round, boar gets +1/+1 that round
Cat - pounce - A - can become invisible and go into defense, the next target to move within 20ft you can move to it and make a melee attack at +1/+0 (1/encounter)
Centaur - woodland stride - P - not effected by difficult terrain
Chimera - reliant - P - when summoned gain DR2 to color of your choice
Cleric - Heal - A - can tap to heal adjacent target 2d6 (2/encounter)
Construct - siege ready - P - DR 5 vs artifact creatures, creatures with powers greater than 5, and golems
Crab - dive - A - can only be effected by blue creatures or spells for 2 rounds
Cyclopes - naive - P - unaffected by fear effects
Demon - curse - P - when first damage is dealt to demon, attacker takes -1/-0 and moves at half speed for 3 rounds
Devil - terrify - P - when at full health and deals damage to a melee target it taps all adjacent creatures
Djinn - fortune - P - can re roll one die every turn
Dragon - frightful presence - P - upon entering the field can tap one target creature or with cost lower or equal to its own
Drake - sky view - P - can see invisible non flyers and gets +0/+1 vs invisible creatures
Druid - natural affinity - P - -1 colorless on the cost of 2 creature spells
Dwarf - fortitude - A - must defend, +1 toughness
Elemental - natural balance - P - deals double damage to elementals of the opposing element. (water-->fire-->earth-->air-->water)
Elephant - blind charge - A - can move half to full movement and attack to get +2/-1 that round
Elf - perceptive - P - can see invisibility
Elk - stamina - P - can move 2 times normal movement and attack
Fairie - glitter dust - P - the first damage dealt to them causes an adjacent attacker to take -1/-0 and loose special visions
Fish - dive - A - can only be effected by blue creatures or spells for 2 rounds
Fox - woodland stride - P - not effected by difficult terrain
Fungus - spores - P - all creatures that attack fungus can only move at half speed until healed
Giant - height - A - can gain reach for 1 turn and get +1/+0 that turn
Goblin - gang up - P -when 2 or more goblins are attacking the same target they all get +1/+0 that round
Golem - fortitude - A - must defend, +1 toughness
Griffin - cloud cover - A - can pass a flying or reach defender without combat (1/encounter)
Harpy - swoop - A - can attack a non flying non reach defender to gain +2/+0 that round (1/encounter)
Homunculus - light footed - P - can pass by an active defender without provoking combat but takes 2 dmg instead
Horror - terrify - P - when at full health and deals damage to a melee target it taps all adjacent creatures
Hound - growl - P - when a creature is hit by hound it must make hound the target of all attacks next round
Human - versatility - A - trade +1 to one stat for -1 to the other until you deactivate it. (1/ encounter)
Hydra - multiply - every time damage is dealt to hydra it adds 2 to its next damage total stacking
Illusion - phase - A - negate one attack before any dice are rolled, you are at half speed for the next two turns (1/encounter)
Insect - hive mind - P - if any other insects are on the field it must either target them or copy their every move, taps two enemy lands for one turn when summoned
Kavu - ruthlessness - P - deals 2 more damage and takes 1 more damage
Kithkin - light footed - P - can pass by an active defenders without provoking combat but takes 2 dmg instead
Knight - charge - P - move full movement and attack to get +1/+1 that turn
Kraken - tentacle grip - P - 1 creature in melee combat with kraken is pinned adjacent to kraken until kraken or target is destroyed
Lizard - cold blooded - P - take 2 less damage from red and blue attacks and spells
Merfolk - slippery - P - can move when tapped
Minotaur - bull rush - P -move 1/2 to full movement and attack to get +1/+0 that turn
Monk - devotion - P - when monk enters field gain use of one spent land next turn
Nymph - seduce - A - can spend an attack action to tap a target creature with higher cost than nymph within 10 ft (2/encounter)
Ogre - stench - P - creatures that are adjacent to you for more than 2 rounds get -1/-1, this is a type of disease
Orc - rage - A - cannot defend, must attack every turn if able, +1 power
Ox - hard working - P - re roll all 1s on defense rolls
Plant - entangle - A - can spend full action to pin all creatures in 30 ft for 2 turns (1/encounter)
Rat - disease - P - targets you deal damage to take 1 damage for every attack die they roll until healed
Rhino - blind charge - A - can move half to full movement and attack to get +2/-1 that round
Rogue - sneaky - A - can become invisible for 2 turns (1/encounter)
Salamander - slime coat - P - immune to pin effects
Satyr - inspire - A - can spend an attack action to give 2 allies +1/+0 or +0/+1 for 2 turns (1/encounter)
Scorpion - stinger trap - A - when summoned can be invisible until it moves, strikes, or leaves defense, victim gets -2 on defense rolls
Scout - spot - A - can see invisibility for 3 rounds, gets +1/+1 against invisible targets during those rounds
Serpent - constrict - A - tap to tap a target adjacent creature (2/ encounter)
Shade - shadow step - P - enters the field with 3 rounds of invisibility
Shaman - fast cast - P - -1 colorless on the cost of 2 instant spells
Shapeshifter - versatility - A - trade +1 to one stat for -1 to the other until you deactivate it. (1/ encounter)
Ship - siege ready - P - DR 5 vs artifact creatures, creatures with powers greater than 5, and golems
Siren - seduce - A - can spend an attack action to tap a target creature with higher cost than nymph within 10 ft (2/encounter)
Skeleton - heartless - P - immune to death touch , poison, and disease effects, takes 2x dmg from healing, DR 2 vs all combat damage
Soldier - formation - P - when soldier and 2 other ally creatures do the same thing for a round they get +1/+1 for the round
Snake - constrict - A - tap to tap a target adjacent creature (2/ encounter)
Sphinx - fortune - P - can re roll one die every turn
Spider - web shot - A - can spend an attack action to pin a creature with 30ft for 2 turns (1/encounter)
Spirit - manifest - P - cannot be countered
Toad - tongue whip - A - can pin a target within 20ft and move it to an adjacent space, it becomes unpinned when deactivated or ability is used again
Thrull - devour - A - can spend a move action after killing an adjacent target to gain 2d6 health (1/encounter)
Treefolk - natural affinity - P - -1 colorless on the cost of 2 creature spells
Unicorn - inspire - A - can spend an attack action to give 2 allies +1/+0 or +0/+1 for 2 turns (1/encounter)
Vampire - feed - A - when an adjacent humanoid creature is destroyed, you can spend a move action to feed on it to heal 3d6 health (1/encounter)
Vedalken - enchanter - P - -1 colorless on the cost of 2 enchantment spells
Viashino - cleave - P - when you kill an adjacent target you can initiate one more attack on another adjacent target
Wall - secure - P - creatures that try to pass with or without combat while you defend have a 50% fail chance
Warrior - power attack - A - can add 5 to a damage roll (1/encounter)
Werewolf - howl - A - when you die all allies get +2/+0 next turn
Witch - enchanter - P - -1 colorless on the cost of 2 enchantment spells
Wizard - arcane affinity - P - -1 colorless on the cost of 2 sorcery spells
Wurm - devour - A - can spend a move action after killing an adjacent target to gain 2d6 health (1/encounter)
Zombie - corpse body - P - immune to death touch, disease, and poison effects, takes damage from healing effects