TRANSFORMATION CATALOG
Catalog of Learned Beings

 

This table is only for the use of a Changeling warrior. (Of course, it may also be used as an alphabetical guide/categorization of where monsters first appear in the Monster Tables.) The Level refers to the first Monster Table Level in which the monster appears. If a monster appears on a level higher than the Changeling’s current Battle Level, it negatively affects his ability to change into that form (see the Changeling’s documentation); if it appears on a level lower than the Changeling’s Battle Level, it is easier to make the change. Only beings and their abilities and equipment that are eligible for changeling transformation and use are listed here.

 

(I am trusting to Bruno’s judgment, but I recommend that this table also be listed as a separate document in the museum. This way someone could print out the Transformation Catalog by itself).

 

Level 1 Monsters

Check Box *

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Beastman

Yes

4

4

4+

3

4

6

3

1

-

1

Throw spear (Str 3)***

 

Centaur

Yes**

8

3

3+

4

3

12

3

2

-

2

Bow (Str 4), Fear 4

 

Dark Elf Naggaroth Black Guard

Yes**

5

5

3+

4

3

6

7

1

2

1

Halberd, Attack in Ranks

 

Dark Elf

Yes**

5

4

3+

3

3

6

6

1

1

1

Crossbow (Str 4), Dodge 6+

 

Ghoul

Yes

4

2

-

3

4

4

3

2

-

1

Break; Fear 4

 

Giant Bat

No

8

2

-

2

2

1

-

1

-

1

Ambush Auto, fly

 

Giant Rat

No

6

2

-

2

3

1

4

1

-

2

Deathleap

 

Giant Spider

No

6

2

-

-

2

1

-

1

-

S

Web (Bite = 1D3)

 

Goblin Archer

Yes**

4

2

5+

3

3

2

2

1

-

1

Bow (str1)

 

Goblin Netter

Yes

4

2

5+

3

3

2

2

1

-

S

Armed with Net and club

 

Goblin Spearman

Yes

4

2

5+

3

3

2

2

1

-

1

Spear, Attack in Ranks

 

Hobgoblin

Yes

4

3

4+

3

3

4

2

1

1

1

Ambush, Magic Auto, Break

Check Box *

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

Minotaur

Yes

6

4

4+

4

4

15

3

2

-

2

Fear 5

 

Ogre

Yes

6

3

5+

4

5

13

3

2

-

1/2 (5+)

Fear 5

 

Orc

Yes

4

3

4+

3

4

3

2

1

-

1

-

 

Orc Archer

Yes**

4

3

4+

3

4

3

2

1

-

1

Bow (Str 3)

 

Savage Orc

Yes**

4

3

4+

3

4

5

2

1

S

1

Bow (Str3), Tattoos 6+

 

Skaven Clanrat

Yes

5

3

4+

3

3

3

4

1

-

1

-

 

Skaven Stormvermin

Yes

5

4

4+

4

3

5

5

1

1

1

-

 

Skeleton

Yes

4

2

5+

3

3

5

2

1

-

1

Fear 5, Regenerate 1

 

Skeleton Archer

Yes**

4

2

5+

3

3

5

2

1

-

1

Bow (Str 3), Fear 5, Regenerate 1

 

Snotling (why be a snotling?)

Yes

4

1

-

1

1

1

1

1

-

1

Ambush, Magic Auto

 

Wild Cave Squig (tempered)

Movement of 4 on non-attack turn

No

S/

4

4

-

5

3

3

5

2

-

1

Never Pinned, Act as trained Squig, but attack changling’s choice (not random target)

 

Zombie

Yes

4

2

-

3

3

5

1

1

-

1

Fear 3

Check Box *

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

* The Check Box column may be used to track which forms the changeling has learned from previous combats. To do this, the player will want to have a printout of this document so he can manually check the boxes (or to track by computer, one could open the document in Microsoft Word or other word processor that can edit this document while maintaining the format – then just “X” the box of each learned being.).

** While in these forms, the changeling may not move with the lantern and use a bow, crossbow or halberd in the same turn. He may set the lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the lantern!

*** As a beastman, the changeling may thrown one spear as soon as the first group of monsters appears in a combat, or as soon as he changes into a beastman (the first time) in a combat.

Note: beings carrying any non-melee weapon also carry a normal sword that does normal DD + Strength damage.

Level 2 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Black Orc

Yes

4

4

4+

4

4

7

2

1

1

1

-

 

Bloodletter of Khorne

Yes

4

5

2+

4

3

7

6

2

-

1

Hellblade (1D3), Fear 5, Demonic -1

 

Blue Horror

Yes

4

3

4+

3

3

4

7

1

-

1

Demonic -1, Fear 4, Magic Res. 6+

 

Bull Centaur

Yes

8

4

4+

4

4

12

3

2

2

1/2 (5+)

Fear 5, Magic Resistance 6+

 

Chaos Dwarf

Yes

3

4

4

3

4

8

2

1

2

1/2 (6+)

Magic Resistance 6+

 

Chaos Dwarf Blunderbuss

Yes**

3

4

4

3

4

8

2

1

1

1

Blunderbuss, Magic Resistance 6+

 

Chaos Hound

No

6

4

-

4

4

8

4

2

2

1

Ambush 5+

 

Chaos Warrior

Yes

4

6

1+

4

4

12

6

2

2

1

-

 

Fiend of Slaanesh

Yes

6

3

-

3

3

8

3

3

-

1

Aura of Slaanesh, Demonic -1, Fear 6

 

Goblin Boss

Yes

4

3

3+

4

3

6

3

2

2

1

Magic Weapon

 

Pink Horror

Yes

4

5

2+

4

3

8

6

2

-

1

Demonic -1, Fear 6, Mag. Res. 6+

 

Plaguebearer of Nurgle

Yes

4

5

2+

4

3

9

6

2

-

1

Demonic -1, Fear 5

Rat Ogre

Yes

6

4

-

5

5

20

5

2

-

2

Fear 5

 

Skaven Gutter Runner

Yes

6

4

3+

4

3

5

5

1

-

1

Ambush 4+

 

Skaven Plague Censor Bearer

Yes

5

4

-

4

4

4

4

1

-

S

Plague Censor

 

Skaven Poison Globadier

Yes**

5

3

4+

3

3

4

4

1

-

S

Poison Globes

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

** While in these forms, the changeling may not move with the lantern and use a bow, crossbow or halberd in the same turn. He may set the lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the lantern!

 

Level 3 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Daemonette of Slaanesh

Yes

4

6

2+

4

3

15

6

3

-

1

Ambush 5+ Daemonic -1, Fear 6, Mag. Res. 6+

 

Flamer of Tzeentch

Yes

9

3

2+

5

4

17

4

S

-

S

Ambush, Magic 5+ Daemonic -1, Fear 7, Mag. Res. 6+, Flamer Attack

 

Ghost

Yes

4

2

-

-

3

16

3

1

-

S

Chill 1, Ethereal -1, Fear 6,

 

Giant Scorpion

No

5

3

-

5

6

20

1

2

-

2

Sting (2D6)

 

Gigantic Spider

No

5

3

-

S

4

20

1

2

-

2

Web (bite = 1D6)

 

Nurgling

Yes

4

3

4+

3

3

2

4

2

-

1

Ambush 5+, Daemonic -1, Fear 4

 

Skaven Assassin

Yes

6

5

3+

4

3

7

5

2

-

1

Ambush Auto, Assassinate 6+, Dodge 5+

 

Skaven Champion

Yes

5

4

3+

4

3

11

5

2

2

2

Magic weapon, Never Pinned

 

Stone Troll

Yes

6

3

6+

5

4

25

1

3

-

2

Fear 6, Mag. Drain 6*, Regenerate 2

 

Troll

Yes

6

3

6+

5

4

30

1

3

-

2

Fear 6, Regenerate 2, Vomit 5+

 

Wight

Yes

4

3

-

3

4

14

3

1

2

2

Fear 7

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

* In the form of a stone troll, the changling’s Magic Drain will act as Magic Dispel. He should roll 1D6 every time an enemy spell caster attempts to cast a spell. Each time he rolls a 6, that spell will fail.

 

 

Level 4 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Beastman Champion

Yes

4

5

3+

4

4

30

4

2

-

1/2 (5+)

Magic Weapon, Throw Spear (Str 8)

 

Beast of Nurgle

No

3

3

-

3

5

25

3

1D6

-

2

Daemonic -1, Paralysis, Slime Trail

 

Black Orc Boss

Yes

4

5

3+

5

4

20

3

2

2

2

Magic Weapon

 

Black Orc Champion (with bow)

Yes

4

4

4+

4

4

10

2

2

2

1

Bow (Str 3)

 

Black Orc Champion (with sword)

Yes

4

4

4+

4

4

10

2

2

2

1

-

 

Chaos Champion

Yes

4

7

A

5

4

15

7

3

2

1

Magic Weapon

 

Dark Elf Beastmaster (no hounds)

Yes**

5

5

2+

4

3

15

7

2

2

1

Crossbow (Str 5)

 

Dragon Ogre

Yes

6

4

5+

5

5

40

2

3

2

2

Fear 8

 

Goblin Big Boss

Yes

4

4

2+

4

4

12

4

3

2

1

Magic Weapon

 

Goblin Fanatic

No

4

2

5+

3

3

2

2

1

-

S

Ball & Chain, Never Pinned

 

Mummy

Yes

3

3

-

4

5

40

3

2

-

2

Fear 7, Tomb Rot (1D3)

 

Skaven Chieftan

Yes

5

5

2+

4

4

20

6

3

2

2

Dodge 5+, Never Pinned

 

Skaven Jezzail

Yes**

5

3

4+

3

3

6

4

1

1

1

Jezzail(Str 5) Ignore 3 Arm. Points

 

Skaven Stormvermin Champion

Yes**

5

4

4+

4

3

10

5

1

1

1

Halberd, Fight in Ranks

 

Warhound

No

5

4

-

3

3

6

6

1

-

1

Ambush 5+

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

** While in these forms, the changeling may not move with the lantern and use a bow, crossbow or halberd in the same turn. He may set the lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the lantern!

 

Level 5 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Bull Centaur Champion

Yes

8

5

3+

5

4

23

4

3

2

2

Fear 7, Magic Resistance 5+, Magic Weapon

 

Cockatrice

No

4

3

-

4

4

26

4

3

-

3/4 (5+)

Fear 10, Fly, Petrify

 

Dark Elf Assassin

Yes

5

9

A

4

4

12

10

2

-

1

Ambush 5+, Dodge 5+, Assassinate 5+

 

Dark Elf Hero

Yes

5

6

1+

4

4

25

8

3

4

2

Dodge 4+, Magic Resistance 5+, Magic Weapon

 

Gorgon

No

4

2

4+

3

3

35

5

1

-

2

Fear 9, Petrify

 

Mummy Tomb King

Yes

3

4

-

5

5

45

4

3

2

3

Fear 7, Magic Weapon, Tomb Rot (1D6)

 

Orc Big Boss

Yes

4

5

2+

4

5

25

4

3

3

2

Ignore Blow 6+ ***, Magic Weapon

 

Skaven Plague Monk

Yes

5

3

4+

3

4

5

4

1

-

1

Frenzy 5+

 

Skaven Plague Priest

Yes

5

5

2+

4

5

23

6

3

-

1

Ambush, Magic A, Frenzy 4+, Magic Weapon

 

Skaven Warlord

Yes

5

6

1+

4

4

30

7

4

3

2

Dodge 5+, Magic Resistance 5+, Magic Weapon

 

Tomb Guardian

Yes

4

3

6+

3

3

15

2

1

1

2

Fear 5, Regenerate 1

 

Wight Lord

Yes

4

4

-

4

4

35

4

2

2

2

Fear 8, Magic Weapon

 

Witch Elf

Yes

5

4

3+

3

3

11

6

1

-

1

Frenzy 4+

 

Wraith

Yes

4

3

-

3

4

30

3

2

-

S

Chill 2, Ethereal -1, Terror 8

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

*** I believe that words Ignore Pain in the Role Play book for the Orc Big Boss and the Orc War Boss (the tougher monster) should have been Ignore Blow, because Ignore Pain is not to be rolled (needs no plus sign) – but is subtracted from the damage caused to the monster – and the War Boss has a rating of 5 whereas the Big Boss has a rating of 6. If this were truly Ignore Pain the higher number would be better (and tougher). Therefore, it should be “Ignore Blow”, because a rating of 5+ is better than 6+. Read the details of each of these special rules in the Role Play book “Monster Special Rules” section.

 

Level 6 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Beastman Hero

Yes

4

6

2+

4

5

34

5

3

2

2

Throw Spear (Str 9), Magic Weapon

 

Beastman Lord

Yes

4

7

1+

4

5

47

6

4

2

3

Throw Spear (Str 10), Magic Weapon

 

Black Orc Big Boss

Yes

4

6

2+

5

5

23

4

3

3

2

Magic Weapon

 

Bull Centaur Hero

Yes

8

6

2+

5

5

32

5

4

3

3/4 (5+)

Fear 7, Magic Resistance 5+, Magic Weapon

 

Centaur Champion

Yes**

8

4

2+

5

3

27

4

3

2

2/3 (5+)

Bow (Str 7), Fear 8, Magic Weapon

 

Chaos Dwarf Lord

Yes

3

7

1+

4

5

33

5

4

3

3

Magic Resistance 5+, Magic Weapon

 

Dragon Ogre Champion

Yes

6

5

4+

6

5

44

3

4

2

2

Fear 8, Magic Weapon

 

Griffon

No

6

5

-

6

5

52

7

4

-

4

Fly, Terror 10

 

Hippogriff

No

8

5

-

6

5

55

6

3

-

3/4 (5+)

Fly, Terror 10

 

Minotaur Champion

Yes

6

5

3+

5

4

34

4

3

1

3

Fear 6, Magic Weapon

 

Orc Warboss

Yes

4

6

1+

4

5

33

5

4

3

2/3 (5+)

Ignore Blow 5+ ***, Magic Weapon

 

Skaven Plague Lord

Yes

5

6

2+

4

5

30

7

4

-

3

Death Fog, Dodge 3+, Frenzy 3+, Magic Resistance 3+, Magic Weapon, Never Pinned, Terror 10

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

** While in these forms, the changeling may not move with the lantern and use a bow, crossbow or halberd in the same turn. He may set the lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the lantern!

*** I believe that words Ignore Pain in the Role Play book for the Orc Big Boss and the Orc War Boss (he tougher monster) should have been Ignore Blow, because Ignore Pain is not to be rolled (needs no plus sign) – but is subtracted from the damage caused to the monster – and the War Boss has a rating of 5 whereas the Big Boss has a rating of 6. If this were truly Ignore Pain the higher number would be better (and tougher). Therefore, it should be “Ignore Blow”, because a rating of 5+ is better than 6+. Read the details of each of these special rules in the Role Play book “Monster Special Rules” section.

 

 

Level 7 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Centaur Hero

Yes**

8

5

1+

5

4

40

5

4

4

3

Bow (Str 8), Fear 9, Magic Weapon

 

Chaos Hero

Yes

4

8

A

5

5

30

8

4

6

3

Magic Weapon

 

Dark Elf Champion

Yes

5

5

5+

4

3

14

7

2

2

2

Dodge 6+, Magic Weapon

 

Dark Elf Lord

Yes

5

7

A

4

4

34

9

4

4

3

Dodge 4+, Magic Resistance 5+, Magic Weapon

 

Great Taurus

No

6

6

-

6

6

50

7

4

3

4

Breathe Fire, Fly, Terror 10

 

Lammasu

No

6

6

-

6

7

50

6

3

-

4

Fly, Magic Resistance 4+, Sorcerous Exhalation, Terror 10

 

Manticore

No

6

6

-

7

7

50

4

4

-

4

Fly, Manticore Sting (Ambush, Magic Auto), Terror 11

 

Minotaur Hero

Yes

6

6

2

5

5

48

5

4

2

3/4 (5+)

Fear 9, Magic Weapon

 

Skaven Deathmaster Assassin

Yes

6

8

1+

4

4

32

10

5

-

4

Ambush, Magic Auto, Assassinate 4+, Dodge 4+, Magic Res. 5+, Magic Weapon

 

Witch Elf Champion

Yes

5

5

2+

4

3

13

7

2

-

1

Frenzy 3+

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

** While in these forms, the changeling may not move with the lantern and use a bow, crossbow or halberd in the same turn. He may set the lantern down in his starting space and use one of these weapons. He may leave the lantern behind, but a warrior will need to pick it up from the same space. Warning! Don’t let the monsters get at the lantern!

 

 

Level 8 Monsters

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Bull Centaur Lord

Yes

8

7

1+

5

5

42

6

5

3

4/5 (5+)

Fear 7, Magic Res. 4+, Magic Weapon

 

Chaos Lord

Yes

4

9

A

5

5

35

9

5

6

4

Magic Weapon

 

Dragon Ogre Hero

Yes

6

6

3

6

6

53

4

5

2

3

Fear 9, Magic Weapon

Note: There are no new monster types normally available to the changeling after level 8 of the Monster Tables.

 

Advanced Undead (only if he has the Undead Affinity skill – no necro magic allowed)

Check Box

Monster Type

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Liche

Yes

4

7

A

5

4

40

6

5

-

4

Fear 10; Magic Weapon; Regenerate 2

 

Liche King*

Yes

6

7

A

7

6

63

4

5

6

6

Large Monster; Magic Dispel 4+; Magic Resistance 4+; Magic Weapon; Terror 14; Regenerate 2

 

Vampire Count**

Yes

6

7

2+

7

6

30

8

3

3

2/3 (5+)

Ambush, Magic A; Fly; Magic Resistance 5+; Vampire

 

Vampire Lord**

Yes

6

8

1+

7

6

42

9

4

4

3

Ambush, Magic A; Fly; Magic Resistance 5+; Vampire; Magic Weapon

 

Vampire Lord Necromancer**

Yes

6

7

2+

6

5

38

8

3

4

4

Ambush, Magic A; Dispel Magic 4+; Fly; Magic Resistance 4+; Vampire 2; Magic Weapon

* To learn and transform into a Liche King form, the changeling must have both the Undead Affinity and the Large Monster skills.

** If as a vampire, the changeling leaves the board, he leaves the lantern (if carried) in the square from which he vanished. He may not cast any necromancy spells.
Note: When taking any of the forms in the above table, the changeling may perform a normal deathblow.

 

Large Monsters (only if he has the Large Monster skill)

Check Box

Monster Type

Table Level

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Chimera

7

No

6

4

-

7

6

60

4

6

3

3/4 (5+)

Breathe Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7; Large Monster; Sting (3D6); Terror 11

 

Dragon

8

No

6

6

-

6

6

74

8

7

6

6

Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 5+; Ignore Pain 7; Large Monster; Terror 12

 

Emperor Dragon

10

No

6

8

-

8

8

94

6

9

8

8

Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 3D6; Large Monster; Terror 14;

 

Great Dragon

9

No

6

7

-

7

7

84

7

8

7

6/7 (5+)

Dragon Breath (Ambush, Magic A); Fly; Ignore Blows 4+; Ignore Pain 7; Large Monster; Terror 13

 

Giant

7

Yes

6

3

4+

7

6

64

3

S

5

5

Fear 11; Giant Attacks; Ignore Blows 5+; Ignore Pain 10; Large Monster; Never Pinned

 

Hydra

7

No

6

3

-

5

6

70

3

5

3

4

Breathe Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7; Large Monster; Never Pinned; Terror 11

 

Wyvern

7

No

6

5

-

5

6

46

4

3

3

3/4 (5+)

Drag and Rend; Fly; Magic Resistance 5+. Ignore Blows 5+; Ignore Pain 6; Large Monster; Never Pinned; Sting (3D6); Terror 10

Check Box

Monster Type

Table Level

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

 

Greater Daemon Monsters (only if he has the Greater Daemon skill & Large Monster Skill)

Check Box

Monster Type

Table Level

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

 

Bloodthirster

10

Yes

6

10

A

8

7

125

8

10

-

8

Armed with Axe of Khorne; Armed with Daemon Whip; Fly; Greater Daemon 14; Ignore Blow 3+; Ignore Pain 12; Large Monster; Magic Drain 5+ *; Drain Power **

 

Great Unclean One

9

Yes

4

7

A

7

8

100

4

7

4

6

Ambush, Magic 5+; Greater Daemon 13; Ignore Blows 5+; Ignore Pain 10; Large Monster; Magic Dispel 4+; Magic Resistance 4+; Stream of Corruption

 

Keeper of Secrets

9

Yes

6

9

A

7

7

84

7

6

4

6

Ambush, Magic 2+; Aura of Slaanesh; Greater Daemon 13; Ignore Blows 5+; Ignore Pain 7; Large Monster; Magic Dispel 4+; Magic Resistance 4+; Never Pinned

 

Lord of Change

9

Yes

8

9

A

7

7

75

10

6

4

6

Ambush, Magic A; Greater Daemon 13; Fly; Ignore Blows 5+; Ignore Pain 7; Magic Source; Large Monster; Power of Tzeentch

 

Skaven Vermin Lord

10

Yes

8

8

A

8

7

75

10

8

8

6

Ambush, Magic A; Armed with Doom Glaive; Dodge 3+; Frenzy 5+; Greater Daemon 14; Ignore Pain 6; Large Monster; Magic Dispel 4+; Magic Resistance 4+; Skitterleap

Check Box

Monster Type

Table Level

Carry Lantern?

M

WS

BS

S

T

W

I

A

Arm.

DD

SPEC. RULES

* Magic Drain works for the changeling just like the Magic Dispel special monster rule.

** Drain Power works like this: Each turn, while the changeling is a Bloodthirster, roll 3D6 at the beginning of the monster phase before any monsters cast their spells. For each 4+ rolled, every monster spell caster loses a spell casting attempt this turn.

 

Warrior Types (only if he has Comrade Familiarity Skill)

Warrior Type & Name

Battle Level

M

WS

BS

S

T

W

I

A

WP

Arm.

DD

Break

Pin.

SPEC. RULES/ Skills/Weapons

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Warrior Type & Name

Battle Level

M

WS

BS

S

T

W

I

A

WP

Arm.

DD

Break

Pin.

SPEC. RULES

Note: Whether the changeling may carry a lantern or use a deathblow while in any of the warrior forms is dependent on that warrior’s rules & the normal game rules. Also, see rules under the Comrade Familiarity skill in the Skills table above.