Most of the minis in this have the same name as minis that are surrently out. So here is a list of (homebrew) minis that you can add to your collection
Please give me any feed back , thanks
Goblin Hero
Small Humanoid - Goblin (Goblinoid)
LE - 11
Level 3
AC: 16 HP: 30 Sp: 6
Melee: +7 // Dmg (5)
Ranged []: (6 squares) +7 // Dmg (5)
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Watch Guard
Humanoid - Human
LG - 12
Level 3
AC: 22 HP: 20 Sp: 4
Melee: +5 Dmg: (5)
Sound the Alarm [] (Immediate; When an ally with the word Watch in its name is eliminated within 6 squares of this creature place one Watch Guard in your start area. That Watch Guard cannot activate this round)
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Watch Officer
Humanoid - Human
LG - 25 Cmdr: 1
Level 5
AC: 22 HP: 40 Sp: 4
Melee: 8 Dmg (10)
Cmdr FX
Followers benefit from the Commander Effects of allied commanders that this creature can see
Willing to Follow (This commander can benefit from the commander effects of other commanders in your warband as though it were a follower)
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Lizardfolk Champion
Humanoid - Lizardfolk (Reptilian)
CE/LE - 30
Level 10
AC: 16 HP: 75 Sp: 8
Melee: +15/+10 Dmg (15)
Cleave
Powerful Charge +10 (+10 melee damage when charging)
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Giant Caveweaver Spider
Large Vermin - Spider
CE/LE - 18
Level 6
AC: 17 HP: 55 Sp: 8
Melee: +10 Dmg (10 + Poison)
Poison (5 Damage whenever poisoned creature activates, DC17)
Wall Walker (This creature is considered to have flight as long as it begins its move in a square bordered by a wall)
Caveweaver [] (This creature can burrow its speed)
Wandering Monster
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Giant Spider
Vermin - Spider
CE/LE - 10
Level 3
AC: 16 HP: 30 Sp: 8
Melee: +7 Dmg (5 + Poison)
Poison (5 Damage whenever poisoned creature activates, DC15)
Wall Walker (This creature is considered to have flight as long as it begins its move in a square bordered by a wall)
Wandering Monster
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Venomous Snake
Animal - Snake
CE - 6
Level 3
AC: 16 HP: 20 Sp: 6
Melee: +5 Dmg (5 + Poison)
Poison (5 Damage whenever poisoned creature activates, DC15)
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Elf Wizard
Humanoid - Elf
CG - 37
Level 7
AC: 13 HP: 40 Sp: 6
Melee: +5 Dmg (5)
Energy Substitution: When this creature cast a spell choose one energy type (acid,cold,electricity,or fire). The spell does that type of energy damage instead of the listed type.
Spells:
1st - Lesser Fire orb [] [] [] (range 6; 5 fire damage, ignore spell resistance)
2nd - Ray of Ice [] [] (range 6; 15 cold damage)
3rd - Fireball [] (sight; radius 4; 20 fire damage; DC 15)
4th - Maximized Shocking Grasp [] (touch; 30 electricity damage)
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Half-Elf Cleric
Humanoid - Elf Human
CG - 31
Level 7
AC: 16 HP: 40 Sp: 6
Melee: +5 Dmg (5)
Shield other: (If an ally in 6 squares takes damage, this creature can choose to take half of that damage)
Turn Undead 5 []
Spells:
1st - Sanctuary [] (touch; target creature cannot be attacked until its next turn)
2nd - Cure Moderate Wounds [] [] (touch, heal 10 hp)
4th - Cure Critical Wounds [] [] (touch; heal 30 hp)
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Dwarf Fighter
Humanoid - Dwarf
CG - 17
Level 6
AC: 21 HP: 50 Sp: 4
Melee: +10/+5 Dmg (10)
Cleave
Save +4
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Human Druid
Humanoid - Human
CG - 24 Cmdr3
Level 4
AC: 18 HP: 25 Sp: 6
Melee: +4 Dmg (5)
Cmdr FX (Plants gain Dr 5)
Eagle Form [] (Swift; this creature has flight speed 10 and cannot cast spells. These effects last until this creature ends them as a swift action)
Spells:
1st Produce Flame [] [] (sight or touch; 10 fire damage)
3rd Call Lightning [] (sight, 20 electrical damage, ignore spell resistance, DC 15, 20 electrical damage whenever target creature activates until save succeeds)
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Seelah, Human Paladin
Humanoid - Human
CG - 44
Level 10
AC: 21 HP: 70 Sp: 4
Melee: +12/+7 Dmg: (10 magic)
Fearless
Aura of Courage (Adjacent allies gain +4 morale)
Lay on hands 20 [] [] (replaces attacks; touch; heals 20hp)
Smite Evil +10 [] [] (Melee damage +10 against evil enemies)
Unique