JudgementEternal Champions
JudgementEternal Champions

COLLECTIONS

  • Gods & Tribes
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RULES

  • Rulebook
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  • Conditions
  • FAQs
  • Errata
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  • Judgement Tribes

RESOURCES

  • Lore
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  • Multiplayer Rules
  • Starter Box Maps
  • Vassal Module
  • Print & Play Files
  • Gaming Aids

ORGANISED PLAY

  • Tournament Organiser Pack
  • Tournament Map Pool
  • Grand Tournaments

MY COLLECTIONS

  • My Heroes
  • My Warbands
  • My Battles

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Inferno

Inferno

Fire Elemental

Attributes

MOVMELRNGMAGAGIRES
D28840

Weapons

NameTypeCostReachGlanceSolidCrit
Flaming FistMEL1AP1235
FireballMAG1AP4346
Health, Bounty & Tier
Monsters spawn at full health. See Bounty Innate Ability for more information about Monster Bounties.
Health: 12
Bounty: 1 Fate
Tier: 2

Innate Abilities

Combat Manoeuvres

Click on an ability or combat manoeuvre to view the full description

Frequently Asked Questions

When monsters suffer a movement penalty, do they have a minimum movement of 1 or 0?

Minimum movement of one hex.

How do we handle unusual situations with monsters when they attack heroes?

During the Hunter move, if a monster with multiple weapons kills its target it will not use its remaining attacks to target another enemy. If a monster with multiple weapons has an enemy pushed/placed/end its activation within the monster's melee reach, it will only attack with its melee weapon. If a monster with multiple weapons engages an enemy in the Hunter phase and attacks, it will only ever use its melee weapon to attack that model.