Gloomhaven

Monster movement

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A monster can move on its turn if “Move±X” is part of its ability card.

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A monster will not move on its turn if "Move X" is not part of its ability card.

It can move up to a number of hexes equal to its base move value (found on its monster statistic card) modified by X (either positive or negative).

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If a monster has a move but no attack afterward as part of its ability card, it will use its movement to get as close as possible to its focused target (determined as if it had a melee attack even if normally ranged).

The Monster moves along the shortest possible path to enter a hex adjacent to its focused enemy.

This bandit guard would move 2 spaces to the right as it is the shortest path.

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If it is a single-target melee attack, it will simply move toward the nearest hex adjacent to its focus to attack.

If it is a multi-target attack, it will move toward a position where its attack will hit its focused enemy and as many other enemies as possible.

It will do this move even if it is a longer path to target multiple targets, as long as it can still make the attacks at the end of the move.

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If the monster is performing a ranged attack, it will only move toward a hex where it is within range to perform its best possible attack.

Once the target is within range for best possible attack the monster will stop moving even if it has movement left.

A monster adjacent to a focused enemy will move away from it until it can perform the ranged attack without Disadvantage (usually this will be just one space).

In this example the archer would move one space away before attacking.

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Monsters without the Flying trait consider negative hexes (traps or hazardous terrain) to be obstacles when determining movement unless movement through one of these hexes is the only way they can move to the target.

In this example the guard would move to the left 4 spaces to attack the Mindthief to avoid the trap. If the guard can only move 2 spaces, it will still avoid the trap and not be able to attack the Mindthief this turn.

In the case where there is no path except through a trap, they will use the path moving through the smallest number of negative hexes possible to find a focus and suffer any consequences from the traps.

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Having abilities other than “Attack” on its ability card does not affect a monster’s movement in any way. It will simply move according to the above rules and then use its other abilities as best as it can.

However if a monster has Jump or flying on their ability card or statistic card. This will affect the monsters movement.

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Ignore traps, hazardous terrain, and obstacles when moving if the monster has Flying or Jumping. As the monster can move over these without penalty.

In this example we pretended the guard had "jump", so he moved along the shorter path through the trap to attack the "Mindthief".

Example: Monster (1) can perform a “Move 3” ability. It first focuses on the Brute (a), since he is the closest enemy. If the monster had a ranged attack, it would remain in its current hex and attack the Brute. If it had a single-target melee attack, it would move 1 hex (b) to be adjacent to the Brute and attack. If it could attack two targets with a melee attack, it would move 2 hexes (c) to be adjacent to both the Brute and the Tinkerer. If it could melee attack three or more targets, it would move 3 hexes (d) to be adjacent to all three characters.

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