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The Alchemist's Bench: New Monsters
HeroQuest Hall of Foes 1
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New Monsters

Copyright 1995 by Carl Forhan

Buzzsaw, Orc Chieftain

Movement Squares: 8 Body Points: 3

Attack Dice: 3/3 Mind Points: 1

Defend Dice: 3

Buzzsaw won't go down in history as the wisest Orc to ever be Chieftan to the Thunderfoot Clan, but he's certainly the most agile. In fact, his uncanny speed allows him to attack twice per turn. If both attacks are centered on one foe, Zargon rolls six Attack Dice. If the attacks are split against two adjacent foes, Zargon rolls three Attack Dice against each. Buzzsaw is, in fact, a coward, and as such he always seeks out the Hero with the least Defend Dice and directs at least one attack towards that Hero if possible. He is also very likely to have several bodyguards around, typically 3-4 Orcs but possibly a Fimir or Chaos Warrior or two (Zargon's choice). If the battle doesn't seem to be going his way, Buzzsaw makes a beeline for the nearest escape route. If one is not available, Buzzsaw will surrender to the Heroes if he is ever reduced to one Body Point. (Note: decide what alternatives are available to the Heroes once Buzzsaw surrenders, such as showing mercy, taking him prisoner, etc.)

 

Vermin, Goblin Warlock

Movement Squares: 10 Body Points: 3

Attack Dice: 2 Mind Points: 3

Defend Dice: 2

Very few Goblins learn to read and write, let alone master the intricacies of Magic. Vermin is one of those select few with a keen intellect and the drive to pursue such a goal. After many years of study in the Kellar Mountains, he has reached his goal.

He has an intense hatred of Orcs, and would even aid the Heroes temporarily if he sees them fighting any Orcs. Thus, Zargon may wish to set up a special encounter in a Quest along these lines. For example, perhaps the Heroes stumble across a room full of a few Goblins and many Orcs -- only to discover that they're fighting each other! What will the Heroes do? Are the Goblins genuinely in need? Or is it a trap to catch the Heroes off guard?

Vermin knows the following spells:

  • Lightning Bolt
  • Rust
  • Sleep

 

Golem, Iron

Movement Squares: 4 Body Points: 8

Attack Dice: 5 Mind Points: 1

Defend Dice: 4*

* - Any weapon used against an Iron Golem remains lodged in the Golem until it is destroyed.

Golems are created by cunning wizards who have spent many years researching the arcane art of animating a statue or similar object with a limited awareness. They primarily serve as guardians for their masters and their belongings, and can only follow the simplest of commands.

Iron Golems are one such creation. Being made of solid iron, they are slow but deadly, possessing a healthy metallic endurance as well as stone-crushing fists. Most Iron Golems are fashioned in the image of an Ogre, although some have been encountered that appeared to be suits of living armor (Zargon: use the Ogre or Chaos Warrior figures to represent an Iron Golem). They are reported to have one other terrifying defense mechanism: any metal weapon which succeeds in inflicting damage on the Golem is stuck and cannot be removed until the Golem is destroyed. Only the Wizard's Staff appears to be immune to this unusual ability. (Zargon: you could rule that any non-magical weapon is destroyed upon inflicting damage, and that only magical ones may be recovered after eliminating the Golem).

Iron Golems are very stupid, and their combat tactics should demonstrate it. They almost always attack the closest Hero, and rarely leave the area they were guarding, even if the Heroes flee.

 

Golem, Shadow

Movement Squares: 8 Body Points: 5

Attack Dice: 4 Mind Points: 3

Defend Dice: 4*

* - Shadow Golems are immune to all normal weapons

Shadow Golems are the creation of the long-forgotten Chaos Warlock Skaros, fashioned like Gargoyles with one distinct difference: they are immune to all natural weapons. Only enchanted weapons or spells may cause them harm (note to Zargon: do not reveal this until the first attack is made against a Shadow Golem with a non-magical weapon). As their name implies, Shadow Golems have been created to stand watch over valuables throughout the centuries, whether they be treasure hoards or key passages to fortresses. Skaros often sold his minions to the highest bidder, tailoring each one to a specific set of orders which it must follow diligently. It is rare enough to encounter one Shadow Golem, and to find a pair together can only imply great danger for the Heroes.

Shadow Golems are only semi-corporeal, and thus are able to pass through any obstacle (Heroes, walls, etc.) freely in their movement. In fact, there are many tales of Shadow Golems vanishing during combat only to reappear seconds or minutes later with a vicious attack next to an unsuspecting Hero. Do not underestimate their cunning!

 

Tythallamon, Rogue Wizard

Movement Squares: 8 Body Points: 6

Attack Dice: 2* Mind Points: 6

Defend Dice: 3*

* - depending on possessions

Tythallamon has been secluded for many years studying the more exotic forms of Magic and unlocking the secrets of creating his own Artifacts. He is irritable, but not necessarily dangerous upon first encounter. However, due to his private nature he has a complete lack of tolerance for anyone who disturbs or raids his personal possessions. He will take a vow of revenge against the first Hero who attacks Tythallamon's guards or takes one of Tythallamon's possessions. This vow can only be satisfied if the Hero gives up one-half of the Hero's possessions (Zargon's choice), the Hero is defeated in battle, or the Heroes do something extraordinary to aid him in a future Quest.

Tythallamon is intended to be a long-running adversary of one Hero or group of Heroes. He is not meant to be a one-time enemy who is defeated in the course of one Quest. Tythallamon will use any spell necessary, including Escape or a Summons spell, to cover his retreat, so that he may foil the Heroes again in future Quests. He will be a thorn in their side until the situation is somehow resolved. Note to Zargon: keep Tythallamon somewhat mysterious in his abilities and equipment. Let him be a highly intelligent adversary for the Heroes.

Suggested spell list:

  • Cloud of Chaos
  • Dispel (from the Quest Pack for the Elf, substitute if necessary)
  • Escape
  • Firestorm
  • Skate (from the Barbarian Quest Pack, substitute if necessary)
  • Tempest
  • Suggested possessions:
  • Wizard's Cloak
  • Wizard's Staff
  • Potion of Healing

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