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Megaquest Core Monster Pack

Expansion for HeroQuest

Megaquest Core Monster Pack Rulebook

Table of Contents

Table of Contents

  • Monster Card Rules
  • Monster Level Chart
  • Monster Cards
    • Abomination
    • Dread Warrior
    • Gargoyle
    • Goblin
    • Mummy
    • Orc
    • Skeleton
    • Zargon
    • Zombie

Monster Card Rules

Monster cards are pretty easy to use but their are few rules you will need to go by if you wish to have a fun time.

  1. Only Roll on the movement table when the monster is outside of melee range.
  2. If you roll something and it doesn't seem possible to do then treat that roll as if nothing happens.
  3. Only use the AI tables if the monster is in combat with one of the heroes. I suggest outside of combat give the youngest party memeber the task of moving the monster.

Monster Level Chart

Add up the total number of stats for each character. Use this chart based on the character with the highest number of total stats. Do not include equipment into this calculation. Note: These are cumulative!

Total StatsEffect
16Add +1 to all Blue Stats.
18Add +1 to all Red Stats.
20Add +1 to all Blue Stats.
22Add +1 to all Red Stats.
24Add +1 to all Blue Stats.

If your party member is past 24 add +1 to the next alternate colored stats for every 2 stats. Example: next is 26 and that will all +1 to all red stats.

Monster Cards

Each monster card has four stats (Attack, Defend, Body, Mind), its named abilities, and an AI table on the back. Ability text is transcribed as printed; "X" and "Y" are defined in each ability's text.

Abomination

Stats: Attack 2, Defend 2, Body 2, Mind 1.

Frenzy: +1 Attack for each point of Brawn until the end of next turn.

Iron Hide: +1 Defend for each point of Brawn until the end of next turn.

From the Deep: +1 Defend for each point of Faith against damage taken from water spells.

AI Table: Abomination

RollActionExtra ActionMovement
1Melee attack if in range.Use Ability "Iron Hide".2D6 Move to Closest Target.
2Melee attack if in range.Do nothing.2D6 Move to Second Target.
3Use the ability "Iron Hide".Use Ability "Frenzy".2D6 Move to Third Target.
4Melee attack if in range.Do nothing.2D6 Move to Third Target.
5Melee attack if in range.Do nothing.2D6 Movement to Highest Body Points.
6Ranged attack if within 3 spaces.Use Ability "Frenzy".

Dread Warrior

Stats: Attack 3, Defend 3, Body 3, Mind 2.

Battle Cry: All enemies within X spaces of the Warrior skip their next turn. X = Brawn.

Unbreakable: Spend 1 Mana to auto-succeed a Defend roll. Does nothing if the Warrior is out of Mana.

Command: All allies within X spaces make an attack during the Warrior's turn. X = Mental + Brawn.

AI Table: Dread Warrior

RollActionExtra ActionMovement
1Melee attack if in range.Use Ability "Command".2D6 Move to Closest Target.
2Use Ability "Battle Cry".Do nothing.2D6 Move to Second Target.
3Use Ability "Unbreakable".Use Ability "Unbreakable".2D6 Move to Third Target.
4Melee attack if in range x2.Do nothing.2D6 Move towards closest ally.
5Melee attack if in range.Do nothing.2D6 Move towards highest Mind.
6Melee attack if in range.Use Ability "Command".

Gargoyle

Stats: Attack 3, Defend 3, Body 5, Mind 2.

True Stone: If the Gargoyle is killed, spend 1 Mana to become a Stone Statue. Gain X Defend. X = Brawn.

Warlord: All allies within the same room or 6 spaces gain X Attack and Defend until end of turn. X = Ritual.

Flight: The Gargoyle can move through anything except walls for X turns. X = Acrobatics.

AI Table: Gargoyle

RollActionExtra ActionMovement
1Melee attack if in range.If turned into a Stone Statue revive to 1 Health.2D6 Move to Closest Target.
2Ranged attack if within 4 spaces.Do nothing.2D6 Move to Second Target.
3Melee attack if in range.Use Ability "Warlord".2D6 Move to Third Target.
4Melee attack if in range.Use Ability "Flight".2D6 Move towards closest Door.
5Ranged attack if within 4 spaces.Do nothing.2D6 Move towards lowest Health.
6Melee attack if in range x2.If turned into a Stone Statue revive to 1 Health.

Goblin

Stats: Attack 2, Defend 1, Body 1, Mind 1.

Retreat: Move 3 spaces from Melee target. If used three times remove goblin from game.

Scavenge: Draw an equipment card and equip it. Drops when dead.

Small: May move through any figure; only blocks line of sight of other goblins.

AI Table: Goblin

RollActionExtra ActionMovement
1Melee attack if in range.Scavenge x3 "Retreat" when attacked until fallen.2D6 Move to Closest Target.
2Ranged attack if within 3 spaces.Do nothing.2D6 Move to Second Target.
3Use the ability "Scavenge".Use the ability "Scavenge".2D6 Move to Third Target.
4Steal 10 gold from Melee target.Do nothing.2D6 Move in Random Direction "Scavenge".
5Use "Retreat", Ranged attack if within 3 spaces.Do nothing.2D6 Move to Lowest Heath enemy.
6Melee attack if in range x2.

Mummy

Stats: Attack 3, Defend 3, Body 2, Mind 1.

Wrathful Curse: Make a melee attack if in range. If the target dies within X turns, spawn a zombie. X = Mental.

Wrap: Make a melee attack if in range. Target has 0 movement for X turns. X = Brawn.

Unholy Assault: Add X to the Mummy's Attack for Y turns. Skip the next Defend roll. X = Brawn, Y = Mental.

AI Table: Mummy

RollActionExtra ActionMovement
1Melee attack if in range.Use Ability "Wrathful Curse".2D6 Move to Closest Target.
2Use Ability "Wrathful Curse".Do nothing.2D6 Move to Second Target.
3Use Ability "Wrap".Use Ability "Unholy Assault".2D6 Move to Third Target.
4Melee attack if in range.Do nothing.2D6 Move towards closest Undead.
5Melee attack if in range.Do nothing.2D6 Move towards lowest Health.
6Use Ability "Unholy Assault".Use Ability "Wrap".

Orc

Stats: Attack 3, Defend 2, Body 2, Mind 1.

For honor: Pick a target. Gain +1 Attack per Brawn point. Can't switch targets until it's dead.

Grab Um: A goblin within 1 space can climb on the orc, adding their attack to its attack. 1 goblin per Brawn

Rage: Add damage equal to Brawn to each attack until end of turn. Can't roll to Defend until Rage ends.

AI Table: Orc

RollActionExtra ActionMovement
1Melee attack if in range.Use the ability "Grab Um".2D6 Move to Closest Target.
2Melee attack x2 if in range.Do nothing.2D6 Move to Second Target.
3Use the ability "For Honor".Use the ability "Rage".2D6 Move to Third Target.
4Use the ability "Rage".Do nothing.1D6 Jump to Closest Target.
5Melee attack if in range.Do nothing.2D6 Move to Lowest Heath enemy.
6Melee attack x3 of in range.Spawn two Goblins with 3 spaces.

Skeleton

Stats: Attack 2, Defend 2, Body 2, Mind 1.

Decaying Strike: Attack: If damage is dealt, target has -1 Defend per Ritual point until its next turn.

Tactical Move: After attacking, the skeleton may move 1 space per Mental point.

Bone Defense: Roll 1 combat die per Luck point when taking damage. Each Black Shield negates 1 damage.

AI Table: Skeleton

RollActionExtra ActionMovement
1Melee attack if in range.Use Ability "Decaying Srike".2D6 Move to Closest Target.
2Ranged attack if within 3 spaces.Do nothing.2D6 Move to Second Target.
3Use Ability "Decaying Srike".Use Ability "Decaying Srike".2D6 Move to Third Target.
4Melee attack if in range.Do nothing.2D6 Move towards closest Undead.
5Melee attack if in range.Do nothing.2D6 Move towards highest Mind.
6Melee attack if in range.Use Ability "Decaying Srike".

Zargon

Stats: Attack 3, Defend 3, Body 5, Mind 4.

Summon: Spend 1 Mana to spawn X Zombies or Skeletons within 1 space (flip a coin to choose). X = Mental.

Magic Attack: May attack up to X spaces away. For all magic attacks, use Mind instead of Attack. X = Mental.

From the Back: Zargon can't be targeted until all monsters within X spaces are killed. X = Ritual.

AI Table: Zargon

RollActionExtra ActionMovement
1Use the ability "Magic Attack".Use the ability "Magic Attack".2D6 Move to Closest Ally.
2Use the ability "Magic Attack".Do nothing.2D6 Move to Second Ally.
3Use the ability "Summon".Use the ability "Summon".2D6 Move to Third Ally.
4Use the ability "Magic Attack".Do nothing.2D6 Move Away from Closest Ally.
5Use the ability "Magic Attack".Do nothing.Draw a Treasure Card.
6Use the ability "Magic Attack".Use the ability "Magic Attack".

Zombie

Stats: Attack 2, Defend 2, Body 4, Mind 1.

Resilience: Roll 1 combat die per Ritual point if the zombie's health reaches 0. Negate damage on a Black Shield.

Plague Carrier: Roll 1 combat die per Ritual point when attacking. If a shield is rolled, target has -1 Defend until end of turn.

Relentless Pursuit: Add a movement die for each point of Brawn during the zombies next movement.

AI Table: Zombie

RollActionExtra ActionMovement
1Melee attack if in range.Use Ability "Relentless Pursuit".1D6 Move to Closest Target.
2Melee attack if in range.Do nothing.1D6 Move to Second Target.
3Use Ability "Plague Carrier".Use Ability "Plague Carrier".1D6 Move to Third Target.
4Melee attack if in range x2.Do nothing.2D6 Move towards lowest health.
5Use Ability "Relentless Pursuit".Do nothing.2D6 Move towards highest Body Points.
6Melee attack if in range.Use Ability "Relentless Pursuit".
2D6 Movement Random Direction.
2D6 Movement Random Direction.
2D6 Movement Random Direction.
Use ability "Retreat".
2D6 Move to Highest Mind enemy.
2D6 Movement Random Direction.
2D6 Move to Highest Mind enemy.
2D6 Movement Random Direction.
2D6 Movement Random Direction.
1D6 Movement Random Direction.