
Campaign boss
Daughter of Malassa
How to use this creature in practice
Scenario opponent with special rules
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Dragon Flight: Daughter of Malassa takes flight and summons Darkness Elementals beside enemy stacks. She returns on her next action; the summoned threats must be handled during her absence.
- Mark of Doom: Removes the target’s beneficial effects and prevents new ones for two rounds. Activation does not itself consume the boss’s normal action.
- Might damage
- 6500–7500
- Magic damage · Dark
- 14000–16000
- Might protection
- 64 %
- Magic protection
- 64 %
- Health
- 180000
- Initiative
- 50
- Combat movement
- 99
- Ranged reach
- —
- Morale
- 0
- Luck
- 0
- Reference growth
- —
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Dragon Flight
Daughter of Malassa takes flight and summons Darkness Elementals beside enemy stacks. She returns on her next action; the summoned threats must be handled during her absence.
Mark of Doom
Removes the target’s beneficial effects and prevents new ones for two rounds. Activation does not itself consume the boss’s normal action.
Fatigue
Daughter of Malassa reduces melee attackers’ damage by 40% for two rounds. The effect can apply twice and cannot be dispelled, adding a cost to repeated melee attacks.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.