Conceal 11 When another creature gets an attack result against this creature that would be a hit, the attacker must roll 1d20. If the result of the second roll equals or exceeds 11, the attack hits; otherwise, it automatically misses. Even a natural 20 on the attack roll misses if the attackers roll against Conceal fails. If several effects grant Conceal to a creature, only the highest rating applies.
Melee Reach 2 This creature can make melee attacks against enemies that are up 2 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Regeneration 5 This creature heals 5 hp at the start of its turn.
Spell Resistance May ignore spells unless the caster rolls 11+
Charm Person
range 6; Confusion, Humanoids only, ends after target creatures next turn; DC 14
Sleep
sight; radius 4; Sleep; DC 14
Cone of Cold
cone; 30 cold damage; DC 18
LE |
Ogre Mage |
44 Points |
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46/60 ° Dungeons & Dragons ° © Wizards
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