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push/pull: (Keyword) Certain spells or special abilities push other creatures away from or pull<br />
them toward the acting creature. The pushed or pulled creature cannot move into or through<br />
a space occupied by any other creature or statue, or through walls. Pushed or pulled<br />
creatures do not provoke attacks of opportunity.<br />
push: A creature pushed away from the acting creature must move into a square that is<br />
farther from the acting creature.<br />
pull: A creature pulled toward the acting creature must move into a square that is closer to<br />
the acting creature.<br />
Pushing or pulling a creature into difficult terrain requires 2 squares of movement (or 3<br />
squares diagonally), so a 1-square push/pull effect can’t move most creatures into difficult<br />
terrain. A creature with Flight, Incorporeal, or Stable Footing could be pushed/pulled into<br />
difficult terrain, since it ignores the effects of terrain. Creatures with the Burrow ability are<br />
slowed by difficult terrain, since they can’t use their Burrow ability while being pushed/pulled.<br />
Moving Creatures: If a push/pull effect is used against a moving creature as part of an<br />
attack of opportunity, the square the creature is pushed/pulled into does not count against its<br />
movement for the turn.<br />
Charging Creatures: If a push/pull effect manages to interrupt a creature’s charge, that<br />
creature is no longer charging. It can still attack if it moves its Speed or less, but its charge<br />
has been interrupted.<br />
Pushback (When this creature’s melee attack deals damage to a smaller creature, it may push<br />
the smaller creature 1 square)<br />
radius 2: (Keyword) This spell or special ability affects all creatures within a 2-square radius.<br />
Photocopy and cut out the radius 2 template to help position the effect. Place the target<br />
creature inside the 4-square cutout center of the template. If the target occupies 1 square,<br />
you can arrange the template any way you like around it, so long as it is inside the center<br />
and the squares of the template align with those on the battle map. If the target is a Large<br />
creature, position it completely inside the center of the template. If it is Huge, position the<br />
template over any 4 squares of the creature’s space.<br />
radius 4: (Keyword) This works like radius 2 (see above) but affects creatures within a<br />
4-square radius.<br />
rally: A routing creature attempts to rally when it activates if it’s under command. See Morale<br />
beginning on page 21.<br />
range 6: (Range) This effect targets the nearest enemy or ally within 6 squares and line of sight<br />
of the acting creature.<br />
Ranged Attack: (Creature Statistic) A creature’s ability to hit with a ranged attack.<br />
See Statistics on page 5.<br />
ranged attack: An attempt to damage an enemy with a ranged attack. See Ranged Attacks on<br />
page 15.<br />
Ranged Sneak Attack +[#]: This works just like Melee Sneak Attack (see that entry, on page<br />
40, and replace “melee damage” with “ranged damage”), but the creature must be making<br />
a ranged attack within 6 squares of the target, and the defender must be stunned, helpless,<br />
or unable to see the acting creature.<br />
Relay Orders (This creature gains the highest Commander rating and each Commander<br />
Effect of creatures that have it under command) While under command, it is considered to be<br />
a commander.<br />
remove: (Keyword) To negate, suppress, or cancel one or more existing effects on a creature,<br />
magic item, or area. Unless otherwise noted, removal is permanent.<br />
Rend +[#] (If this creature hits 1 enemy with both melee attacks on the same turn, damage +[#]<br />
to second attack)<br />
replace/replaces: Some special abilities have “replaces” as a special cost, such as “replaces<br />
attacks” or “replaces move.” When it uses the ability, the creature is considered to have<br />
taken the specified action.<br />
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