Tome of Magic
Monster Abilities & Special Powers
Character-Specific Spells and Magical Abilities
Venom
How Venom Works
When a monster with venom deals at least 1 Body Point of melee damage to a Hero, venom may be applied depending on the monster's venom tier. The result is tracked using Bite Counters — for each counter a Hero has, they act at −1 Attack Die and −1 Defend Die. A Hero may never have more than 3 Bite Counters and can never be reduced below 1 Attack Die and 1 Defend Die. Once acquired, a Bite Counter may only be removed by magic, heal potions, or a Venom Antidote.
Tier Trigger Penalty Hero Defense
Weak Monster rolls Black Shield −1 Attack & Defend Die (1 Bite Counter) Roll Combat Dice equal to current BP; at least 1 White Shield resists
Average Monster rolls White Shield −2 Attack & Defend Dice (2 Bite Counters) Roll Combat Dice equal to current BP; each White Shield reduces penalty by 1 die
Strong Monster rolls Skull −3 Attack & Defend Dice (3 Bite Counters) Roll Combat Dice equal to current BP; each White Shield reduces penalty by 1 die
Greenskins
Gremlins
Magma Gremlin Proximity Blast
Any Hero within a 1-space radius (adjacent or diagonal) of the Magma Gremlin is hit by a blast of fiery energy, functioning identically to the Ball of Flame spell. This damage continues once per turn until the Hero escapes the area of effect. For magical resistance, the Magma Gremlin is considered a Fire sub-type.
Frost & Ice Gremlin Steal Stuff
During Zargon's turn, each Ice or Frost Gremlin can either attack a Hero or Mercenary, or steal from one Hero (Zargon's choice). The item stolen cannot be the armor or shield a Hero is using, nor the weapon they are wielding. As soon as the Gremlin has stolen an item, it runs away at full speed. The Heroes can chase the Gremlin on their turn — if they catch and destroy it, they regain the stolen item. If no Hero can see the Gremlin at the start of Zargon's next turn, the Gremlin has escaped with the item. Remove the Gremlin figure from the game board and cross the item off the Hero's character sheet. (Milton Bradley "Barbarian Quest Pack" / Hasbro-Avalon Hill "The Frozen Horror")
Orcs
Orc Warlord Coup de Grâce
An instinct for killing has made the Warlord mercilessly efficient. If they strike an opponent and deal enough damage to reduce them to exactly 1 Body Point, they may declare a Coup de Grâce and finish the target off instantly without rolling any dice. The opponent has no defense.
Undead
Skeletons
Dark Skeleton Blade of Sleep
If the Dark Skeleton deals 1 Body Point of damage, the target rolls 1D6 per Mind Point. If they fail to roll a 6, they are put to Sleep.
Witchblade Skeleton Death Blade
If the Witchblade successfully hits a Hero and deals at least 1 Body Point of damage, its evil blade adds 1D6 Body Points of undefendable necrotic damage.
Remnant Skeleton Vampiric Blade
The Remnant gains 1 Body Point for every Body Point of damage it inflicts.
Death Lord Reanimation
On Zargon's turn, any destroyed Skeleton (of any type) in the same room as the Death Lord rolls 1D8. On a 7 or 8, the Skeleton automatically reanimates and may attack on their next turn.
Zombies
Servant of Darkness Touch of Leprosy
This curse affects any Hero who loses at least 1 Body Point to an Undead with this ability. Heroes roll 1D6 per current Body Point — a 6 resists. If not defended, the victim must roll 1 Combat Die each turn — each skull rolled costs 1 additional Body Point. If the curse kills the Hero, they become a Servant of Darkness and cannot be reanimated. Once set in motion, the curse can only be lifted by a Greater Restoration potion or a Clergyman with a prayer roll of 6 or higher.
Plague Bearer Zombie Plague Explosion
When the Plague Zombie dies, it explodes into a cloud of poison gas covering a 3×3 area centered on its death square, lasting 1D4 turns. Any Hero who enters the cloud suffers 1D4 points of undefendable poison damage. The cloud can be scattered by any of the following spells:

Air: Swift Wind, Tempest, Wall of Wind
Faerie: Gossamer Wind
Draugr Undead Rally
All Undead in the same room as a Draugr gain +1 Defend Die.
Mummies
Tomb Guardian Touch of Leprosy
This curse affects any Hero who loses at least 1 Body Point to an Undead with this ability. Heroes roll 1D6 per current Body Point — a 6 resists. If not defended, the victim must roll 1 Combat Die each turn — each skull costs 1 additional Body Point. If the curse kills the Hero, they become a Servant of Darkness and cannot be reanimated. The curse can only be lifted by a Greater Restoration potion or a Clergyman with a prayer roll of 6 or higher.
Tomb Lord Mummy Rot
This curse affects any Hero who loses at least 1 Body Point to an Undead with this ability. Heroes roll 1D6 per current Body Point — a 6 resists. If not defended, the victim loses the ability to use potions, and each time a spell is cast on them they must roll 1 Combat Die — a skull causes the spell to fizzle. In addition, each turn they roll 1 Combat Die — each skull costs 1 additional Body Point. If the curse kills the Hero, they become a Servant of Darkness and cannot be reanimated. The curse can only be lifted by a Greater Restoration potion or a Clergyman with a prayer roll of 8 or higher.
Incorporeal Undead
Phantom Intangibility
The Phantom becomes intangible and cannot be attacked, nor can it attack. An intangible Phantom may walk through walls at will. Intangibility does not grant immunity to spells. The Phantom may become tangible again by invoking this ability, but cannot become tangible and intangible in the same turn. The Phantom may use this ability an indefinite number of times.
Phantom Vanish
When a Phantom vanishes, it becomes both intangible and invisible, moving unseen around the board until it chooses to reappear. The Phantom may reappear tangible or intangible. A vanished Phantom is not immune to spells. The Phantom may use this ability an indefinite number of times.
Bean Sídhe (Banshee) Scream
The Bean Sídhe's scream paralyzes all characters in earshot with fear, reducing each one's attacks to 1 Combat Die. The spell may be broken at once or on a future turn by each victim rolling 1D6 per Mind Point — a 6 breaks it.
Undine & Medusa Glance
Turns any one character the caster can see into stone. A stone character cannot move, attack, be attacked, or cast a spell. This can only be countered by a soft potion or a glance shield.
Reptiles & Dragons
Reptiles
Lightning Lizard Lightning
The Lightning Lizard builds up a static electric charge in its frill. Every 3 turns it accumulates enough charge to fire a bolt of lightning from its mandibles. The bolt travels in a straight line (horizontal, vertical, or diagonal) until striking a wall or closed door, inflicting 2 Body Points of damage on all characters in its path. A Lightning Lizard struck by lightning is not harmed — it is automatically recharged instead.
Dragons
▲ All breath weapons listed as "cone" affect a 4-square fan pattern from the dragon's facing direction. Click the diagram below for full detail.
Dragon breath cone diagram Click to expand
Cockatrice FlameUnlimited
Sends flames engulfing two characters at once, inflicting 2 Body Points of damage each. Each character rolls 2D6 — each 6 reduces damage by 1.
Cockatrice BaneUnlimited
Creates a cloud of poisonous gas enveloping one room (or a 3-space radius outdoors). All characters in the area suffer 2 Body Points of damage unless they immediately roll a 1 on 1D6 per Mind Point. Dragons and dragon kin are not affected by Dragon Bane.
Jabberwock Flame3× per game
Sends a flame inflicting 2 Body Points of damage on one target. The target rolls 2D6 — each 6 reduces damage by 1.
Leviathan Steam3× per game
The Leviathan blows scalding steam in a cone covering 4 squares. Each target rolls 2D6 — each 6 reduces damage by 1 Body Point. Considered Fire damage for resistance purposes, but being in water does not protect against it.
Blue Dragon Lightning3× per game
The bolt travels in a straight line (horizontal, vertical, or diagonal) until striking a wall or closed door, inflicting 2 Body Points of damage on all characters in its path.
Black Dragon Acid3× per game
Breathed in a line 3 spaces long (or until a wall or door). Deals 2 points of damage in one of three ways:

Heavily armored — the acid eats 2 points of armor (chain mail & helmet, helmet & shield, etc.).
Lightly armored — loses 1 armor point and 1 Body Point.
Unarmored — loses 2 Body Points. An unarmored character must be healed immediately or the acid continues to deal 2 Body Points per turn.

Artifacts are unaffected.
Green Dragon Bane2× per game
Creates a cloud of poisonous gas enveloping one room (or a 3-space radius outdoors). All characters suffer 2 Body Points of damage unless they immediately roll a 1 on 1D6 per Mind Point. Dragons and dragon kin are not affected by Dragon Bane.
Red Dragon Flame3× per game
Sends a ball of flame in a cone covering 4 squares, inflicting 3 Body Points of damage. Each target rolls 2D6 — each 6 reduces damage by 1.
White Dragon Ice Shards2× per game
Sends shards of ice in a cone covering 4 squares, inflicting 3 Body Points of damage. Each target rolls 2D6 — each 6 reduces damage by 1.
White Dragon Freeze1× per game
Freezes one target the White Dragon can see. The character cannot move, attack, or defend until they break free. Characters may attempt to break free immediately or on a future turn by rolling 1D6 per Mind Point — a 6 breaks free.
Imperial Dragon Majesty1× per game
The Dragon's aura explodes with power. Every Hero who can see the Dragon freezes in place, unable to move or attack for 2D4 turns. Heroes may break free immediately by rolling 1D6 per Mind Point — two 6s (not necessarily on the same roll) nullify the effect. Heroes may still defend normally.
Imperial Dragon Sunfire2× per game
Sends a beam of fire 4 spaces (or until striking a wall or door), dealing 4 Body Points of damage. Heroes defend by rolling 3D6 — each 6 reduces damage by 1.
Chaos Forces
Chaos Cat ShadowStrike
The Chaos Cat is endowed with the ShadowStrike ability. Up to 6 times per game, it may teleport anywhere it can see, attack, and return — maximum distance 15 squares one-way.
Giants
Sasquatch & Yeti Hug
Whenever the Sasquatch's attack causes a Hero to lose at least 1 Body Point, the Sasquatch grabs them in a powerful hug, inflicting 2 Body Points of undefendable damage at the start of each subsequent Zargon turn. The Hero cannot defend against the damage or take any actions. The Sasquatch can make no other attacks while hugging. This continues until either the Hero dies or the Sasquatch is killed by the Hero's companions.

The Yeti's version inflicts 3 Body Points per turn instead of 2.
Troll & Trollkin Regeneration
The Trollkin regenerates 1 Body Point per round. The Troll regenerates 2 Body Points per round. Being attacked by fire causes regeneration to pause for one round — and fire is the only way to ultimately kill these monsters. Regenerated points are added back at the beginning of Zargon's turn; this allows a Troll at 0 Body Points to stand back up and attack.
Stone Giant Reach
The Giant's immense size allows it to attack anyone within a 2-space radius, including diagonal. Once every 3 rounds, the Giant may take a second attack action, hurling a boulder at any Hero in range. Attack dice do not change.
Elementals
Water Elementals
Frozen Horror Ice Breath
In addition to its regular attack, the Frozen Horror may also use its breath weapon against every Hero within a 1-space radius. Each target is frozen and must roll 1D6 per Mind Point to resist — a 6 resists. A frozen Hero may not move, attack, defend, or cast any spells.
Greater Water Elemental Absorb
Instead of attacking, the elemental may attempt to absorb a Hero. The Hero rolls 1D8 per current Body Point — at least one 8 avoids absorption. An absorbed Hero takes 1 point of drowning damage at the beginning of their turn but may attack and defend normally. At the end of each of their turns, the Hero may attempt to escape by rolling 1D8 per current Body Point — an 8 escapes.
Earth Elementals
Slime Monster Rock Skin
Transforms the Slime Monster into a stone monster, granting +2 Combat Dice in both attack and defense. The effect is broken when the monster loses 1 Body Point. While under Rock Skin, movement is reduced to 4 spaces. Cannot be used simultaneously with Pass Through Rock.
Slime Monster Pass Through Rock
The Slime Monster oozes through walls for 2 turns. Cannot be used simultaneously with Rock Skin.
Fire Elementals
Greater Fire Elemental Proximity Blast
Any Hero within a 1-space radius (adjacent or diagonal) of the Greater Fire Elemental is hit by a blast of fiery energy dealing 3 Body Points of damage. Heroes defend by rolling 2D6 — each 5 or 6 reduces damage by 1. This damage continues once per turn until the Hero escapes the area of effect.
Nature Spirits
Dryad, Undine & Medusa Glance
Turns any one character the caster can see into stone. A stone character cannot move, attack, be attacked, or cast a spell. This can only be countered by a soft potion or a glance shield.
Notes

The Frost & Ice Gremlin "Steal Stuff" ability is quoted directly from Milton Bradley's Barbarian Quest Pack, re-released by Hasbro and Avalon Hill as The Frozen Horror.

Dragon breath weapons marked "cone" affect a 4-square fan pattern — consult the cone diagram in your quest book for the exact layout.

The Bite Counter system applies to all venom-capable monsters. Counters stack up to a maximum of 3 and may only be cleared by magic, heal potions, or a Venom Antidote from the Alchemist.