Trap - Opposing monsters that roll to break away from this monster must roll a 6 to succeed. Dodge - When an attack succeeds against this monster, roll a d6 before damage is dealt. On a result of 5 or 6, this monster evades the attack.
SIDE B
Mark ran. It was still back there somewhere. He could hear
the echoes of its boney paws on the pavement, could almost
smell its sulfurous breath. He had already been bitten once,
the massive wound in his leg leaving a trail of blood that was
undoubtedly easy to follow. Part of Mark knew it was already
over. The rest of him ran.
Errata: None
FAQ: None
Review: by Tamlin
This monster is an excellent trapper since it has Dodge and can move 6.
Don't bother Blooding it, just use it like the Rookie version: Send it
in to pin down an opposing monster while a more fragile/valuable Blooded
Slasher or monster with a ranged attack moves closer to deliver a
devastating attack next turn. With a 9 attack and a decent dice roll,
Frothweiler E will help kill the trapped monster by walloping it with 3
damage. And with Dodge, it has a 1 in 3 chance of surviving a hit to
deliver that damage. If it dies, you've only spent 25pts to pin an
opposing monster for 1 turn and put an Action Token on it when it kills
your monster.
Site design and original content copyright 2006-2008 ...Behind The Curtain HeroClix, HorrorClix and WizKids are trademarks of WizKids, Inc.
All WizKids characters, names, logos, and distinctive likenesses are property of WizKids, Inc.