Warhammer Quest : The Bestiary

Undead

In the Warhammer World, the dead do not rest easy. Necromancers practise their foul arts in distant castles and the deepest caves, and Vampires stalk the darkness. Mummies, Skeletons and the Ghosts of the dead protect their graves, jealously guarding the treasures they coveted whilst their bodies still lived.

51 monsters

 

Alley Reaper

Spirits of assassins that died with blood on their hands, alley reapers haunt the town or area in which they were killed. Appearing as fully cloaked humans at nightfall, they vanish upon sunrise, leaving behind an empty cloak, a discarded weapon and a collection of trophies from kills (jewellery, wallets, and maybe even skulls). An alley reaper will always try to find somewhere safe and hidden just before sunrise, so that no one may find and move its possessions. An alley reaper can always sense where its possessions are, and so, if they are moved, it rises wherever the majority of them are (and then searches for the rest). The alley reaper itself has no substance, and cannot be seen if its cloak is removed.
Any cloaked model (a ring wraith, for example) is perfect.


NameWMWSBSSTIAArmDamGold (Each)
Alley Reaper
Phil
18336+3431-2190


ENEMY`'S WS    12345678910

Alley Reaper2344445556



Special Rules (Alley Reaper) : Ethereal 1. Fear 6. Immune to Psychology.



IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).

 

Blackbone

These are the scorched remains of those who have been burnt at the stake. Their burnt bones do nothing for speed.
Use a skeleton model to represent a blackbone.


NameWMWSBSSTIAArmDamGold (Each)
Blackbone
Phil
19345+4321-2110


ENEMY`'S WS    12345678910

Blackbone2334444455



Special Rules (Blackbone) : Fear 4.


 

Bottle-Imp

Often servants to dark wizards or necromancers, the small bottle-imps live, unsurprisingly, in small bottles, which they can never venture far from. An undead creature, rumoured to be created from the souls of dead children, it will never come out into daylight, no matter what. It will always attempt to send its victims to sleep before attacking with its knife.
Perhaps you could get hold of a small genie model?


NameWMWSBSSTIAArmDamGold (Each)
Bottle-Imp
Phil
26355+4482-2430


ENEMY`'S WS    12345678910

Bottle-Imp2333444444



Special Rules (Bottle-Imp) : Bottle-Imp Blink. Eerie Dance. Ethereal 1. Fly. Immune to Psychology. Weakness (Daylight).



BOTTLE-IMP BLINK

The bottle-imp can never be wholly killed (it will always retreat into its bottle once down to 0 wounds, where it can recover 1 W per turn if undisturbed) unless its bottle is smashed (W: 10; T: 10), and any attack on its bottle will cause it (and its bottle) to 'blink' as far away as possible, until it can hide in an inconspicuous place (amongst other bottles, for example). It may blink up to eight squares per turn, as with the normal blink ability.


EERIE DANCE

Once per turn monsters with this ability can attempt to lull one opponent into a deep sleep for 1D6 turns. If one monster attempts this then you must roll 12+ on 2D6. For every additional monster who joins in with the dance adds one to the dice roll. If this is attempted the dancing monsters may not make any other attacks.


IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).


WEAKNESS (Spell Type(s))

Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).

 

Butcher Spirit

The spirits of animals sacrificed to dark gods, butcher spirits may never leave the temples in which they were slaughtered except by possessing a humanoid, which they may do at any time between sunset and sunrise.
Any animal model, painted in ghostly colours, will suffice.


NameWMWSBSSTIAArmDamGold (Each)
Butcher Spirit
Phil
3544-5492-3480


ENEMY`'S WS    12345678910

Butcher Spirit2334444455



Special Rules (Butcher Spirit) : Ethereal 1. Hate Humanoids. Immune to Psychology. Possess.



IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).


POSSESS

Some evil spirits can possess people. If such a creature reaches a warrior's square in its turn, then the warrior is possessed and will attack the other warriors for the next 1D2 turns. After that, the spirit releases the warrior and fights as normal. If the warrior dies while possessed, the spirit is also put to rest (no gold is gained).

 

Coffer Corpse

Coffer corpses are the bodies of the rich who have enjoyed a decent funeral, but, for some reason, have not passed on to the underworld. They have amazing strength, and may operate on their own, without a necromancer to animate them.
Use a zombie to represent a coffer corpse.


NameWMWSBSSTIAArmDamGold (Each)
Coffer Corpse
Phil
3034-73(6)33333350


ENEMY`'S WS    12345678910

Coffer Corpse2334444455



Special Rules (Coffer Corpse) : Only Hit By Magical Weapons. Strangle.



ONLY HIT BY MAGICAL WEAPONS

Monsters with this ability can only be hit by magical weapons (well duh!).


STRANGLE

Once an enemy with this ability has hit, he fixes his hands around the throat of the enemy, and needn't make a roll to hit from then on, until he needs to change target. His current target is pinned.

 

Crypt Thing

Crypt things are suspected to be solitary liches that have lost much of their magical ability, and, instead, stay in their lairs causing confusion to all those who are nearby.
Use a lich model to represent a crypt thing.


NameWMWSBSSTIAArmDamGold (Each)
Crypt Thing
Phil
75464+54(5)93144990


ENEMY`'S WS    12345678910

Crypt Thing2333344444



Special Rules (Crypt Thing) : Fear 14. Teleport Other.



TELEPORT OTHER

When a crypt thing is disturbed it immediately (after the warriors have decided to attack, but before any aggressive move (including spells) can be made ~ the crypt thing can sense the hostile intentions) casts its "Teleport Other" spell. Roll 1D6 for every warrior, and consult the following table:

Number Rolled Effect

1-3

Nothing.

4

One piece of armour... it will be the piece that the warrior is wearing.

5

One weapon... it will be the next weapon the warrior uses.

6

The warrior himself.
... the item or warrior will be transported randomly on the following table (sorry if this is getting too confusing):
Number Rolled Effect
1 - Back to the beginning of the dungeon.
2 - To a secret room below which will be occupied by monsters or to the level below (if it exists). Once the crypt thing dies a step ladder will appear from a hole in the ceiling of this room if no other way out is possible.
3 - Back 1D3 rooms.
4 - Forward 1D3 rooms.
5 - To the room above (if one exists), or to the surface. If transported to the surface, once the crypt thing is dead a rope to the surface will appear through a hole in the ceiling.
6 - Determined by the crypt thing (GM) or failure.
The crypt thing will maintain that the warriors/equipment have been "disintegrated", and will never reveal the true nature of its power. A crypt thing may only do this once per combat, and only before it attacks.

 

Deadhead

These blood-red skeletons are the unfortunate victims of murderous assassins. They are strong and skilled.
Use a skeleton model to represent a deadhead.


NameWMWSBSSTIAArmDamGold (Each)
Deadhead
Phil
30464+53(4)3213650


ENEMY`'S WS    12345678910

Deadhead2333344444



Special Rules (Deadhead) : Fear 8.


 

Death Knight

Only twelve death knights are known to exist! They were created years ago out of the fallen bodies of some high-level paladins, and thus have both healing and necromantic magic. They glow in a black and red aura, which is enough to scare anyone!
Use a knight model to represent a death knight.


NameWMWSBSSTIAArmDamGold (Each)
Death Knight
Phil
100384+55(8)105357530


ENEMY`'S WS    12345678910

Death Knight2233333444



Special Rules (Death Knight) : Magic Resistance 3+. Necromantic Magic 1. Never Ambushed. Repel Spell 6+. Replenishing Magic 1. Terror 15.



REPLENISHING MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Heal… One monster recovers 1D6 wounds

2

Failure.

3

Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds.

 

Deathbringer

Deathbringers are the toughest of the reapers. They use their magical powers to meld living dead into meat zombies.
Use a wraith to represent a deathbringer.


NameWMWSBSSTIAArmDamGold (Each)
Deathbringer
Phil
4567-94(6)64-54530


ENEMY`'S WS    12345678910

Deathbringer2333334444



Special Rules (Deathbringer) : Create Meat Zombie. Ethereal 2. Fear 12. Fly.



CREATE MEAT ZOMBIE

Each turn a monster with this ability can turn two living dead into one meat zombie on full strength. This will always work if attempted. Remove two living dead and place a meat zombie on the board.

 

Fleshcrawler

Fleshcrawlers may look like gnarled religious zealots, who have scarred their hands and feet in a ritual ceremony, but in fact they are much more sinister. From each of these ‘ceremonial wounds’ the fleshcrawler can shoot barbed hooks and spikes of bone, making this soulless creature one of the most frightening undead a low level warrior can meet.
Any human, or perhaps even a rather good-looking zombie model, will suffice.


NameWMWSBSSTIAArmDamGold (Each)
Fleshcrawler
Phil
204/5*34+52(3)5311290

*Climbing.

ENEMY`'S WS    12345678910

Fleshcrawler2344445556



Special Rules (Fleshcrawler) : Armed With Flesh Hooks. Fear 8. Paralysis.



ARMED WITH FLESH HOOKS

The fleshcrawler is able to shoot barbed hooks of bone from its hands, feet and mouth. While the hooks on its feet allow it to cling to walls and ceilings, the hooks from its hands and mouth have a much more combat-related use. Each hook is attached to the flesh crawler by a long stretch of elastic flesh, allowing the flesh crawler to immediately reel creatures back in that it has hit. For this reason, a warrior may never escape pinning from a fleshcrawler. What's more, fleshcrawlers can attack any enemy that they can see (i.e. there must be a clear line of sight between them), and every time a warrior is hit from a distance (which the fleshcrawler can do on a successful ballistic skill hit), he is 'reeled in', and must be placed next to the fleshcrawler.

 

Ghostie Ghoulie

The ‘ghostie ghoulie’ (a folk name - what they actually are called by the necromancers is unknown) is actually the raised ghost of a ghoul. They is a large supply, for the disease-ridden ghouls are ‘kicking the bucket’ every day.
Either use a ghoul or a ghost model to represent a ‘ghostie ghoulie’.


NameWMWSBSSTIAArmDamGold (Each)
Ghostie Ghoulie
Phil
1564-3321-180


ENEMY`'S WS    12345678910

Ghostie Ghoulie2334444455



Special Rules (Ghostie Ghoulie) : Ethereal 1. Fear 6. Fly.


 

Ghosts

Ghosts are ethereal creatures or spirits, the shades of dead men returned tohaunt the land of the living.

NameWMWSBSSTIAArmDamGold (Each)
Ghost
Roleplay book
1642--331-Special


ENEMY`'S WS    12345678910

Ghost3444556666



Special Rules (Ghost) : Earth Magic 2. Ethereal -1. Fear 6.


 

Ghouls

Ghouls are the descendants of insane and evil hearted cannibals - men who ate the flesh of the dead. Over the years they have degenerated into a race that is no longer human. They live amongst places of the dead, feeding on corpses and sometimes attacking lone travellers or vulnerable groups.

NameWMWSBSSTIAArmDamGold (Each)
Ghoul
Roleplay book
442-3432-1D680


ENEMY`'S WS    12345678910

Ghoul3444556666



Special Rules (Ghoul) : Break. Fear 4.


 

Grim Spectre

These reapers summon living dead to fight for their commanding necromancers. They can float through solid objects as if they weren’t there.
Use a wraith to represent a grim spectre.


NameWMWSBSSTIAArmDamGold (Each)
Grim Spectre
Phil
3566-53(5)53243500


ENEMY`'S WS    12345678910

Grim Spectre2333344444



Special Rules (Grim Spectre) : Ethereal 1. Fear 10. Fly. Summon Living Dead.



SUMMON LIVING DEAD

Each turn roll 1D6. If a six is rolled then place one living dead on the board.

 

Huecuva

Huecuva are the skeletons of those who have died from a terrible and horrible disease. They wear dirty, torn rags, and are very rare.
Use a skeleton model to represent a huecuva.


NameWMWSBSSTIAArmDamGold (Each)
Huecuva
Phil
35343+63(5)23233450


ENEMY`'S WS    12345678910

Huecuva2334444455



Special Rules (Huecuva) : Immune to Psychology. Only Hit By Magical Weapons. Poison.



IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).


ONLY HIT BY MAGICAL WEAPONS

Monsters with this ability can only be hit by magical weapons (well duh!).

 

Ice Ghoul

Like normal ghouls, the ice ghouls are not actually undead, but warped, twisted creatures usually found in the assistance of necromancers because of their taste for the dead. They are much more resilient than normal ghouls, especially to cold and hunger, and do not break if seriously outnumbered as a result of their perpetual (but just about bearable) hunger.
Use ordinary ghoul models.


NameWMWSBSSTIAArmDamGold (Each)
Ice Ghoul
Phil
17436+42(3)311180


ENEMY`'S WS    12345678910

Ice Ghoul2344445556



Special Rules (Ice Ghoul) : Frenzy 6+. Immunity (Non-Magical Cold). Resistance (Magical Cold).



IMMUNITY (spell type(s))

Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).


RESISTANCE (Spell Type(s))

Some monsters have a resistance to certain types of spell. The spell types in the brackets will only cause half damage to the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning cause half usual damage on the monster, as does being hit by an actual bolt of lightning (unlikely, but still)).

 

Ice Haunt: Brr!

These undead, zombie-like creatures are the risen bodies of those who have frozen to death in cold climates, particularly in mountainous areas. They are weak against fire, but consume heat.
An ordinary zombie model, painted very pale, is perfect to represent an ice haunt.


NameWMWSBSSTIAArmDamGold (Each)
Ice Haunt: Brr!
Phil
30346+5382-2440


ENEMY`'S WS    12345678910

Ice Haunt: Brr!2334444455



Special Rules (Ice Haunt: Brr!) : Brr!. Fear 7. Weakness (Fire).



BRR!

Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.


WEAKNESS (Spell Type(s))

Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).

 

Jackobutch

These are the leaders of the punkinheads. They are better at healing themselves, but not much better at fighting.
Convert a human model to resemble a jackobutch.


NameWMWSBSSTIAArmDamGold (Each)
Jackobutch
Phil
20535+3253-1210


ENEMY`'S WS    12345678910

Jackobutch2344445556



Special Rules (Jackobutch) : Fear 6. Replenishing Magic 2.



REPLENISHING MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Heal… One monster recovers 1D6 wounds

2

Failure.

3

Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds.

 

Liches

Some Necromancers are powerful enough to defy death and return as evilhearted Liches. Although their flesh is shrivelled and long dead, they are still immensely powerful Sorcerers.

NameWMWSBSSTIAArmDamGold (Each)
Liche
Roleplay book
4047Auto5465-4D63500
Liche King
Roleplay book
6367Auto76(12)4566D67500


ENEMY`'S WS    12345678910

Liche2333334444
Liche King2333334444



Special Rules (Liche) : 2 x Magic Item. Fear 10. Fear 12. Magic Weapon. Regenerate 2.

Special Rules (Liche King) : 3 x Magic Item. Chaos Magic 2. Faerie Magic 3. Fear 12. Large Monster. Magic Armour. Magic Dispel 4+. Magic Weapon. Regenerate 2. Terror 14.


 

Living Dead

These are cruel, mindless zombies, summoned into battle by grim spectres. They are sometimes used in huge quantities to storm cities.
Use a zombie to represent a living dead.


NameWMWSBSSTIAArmDamGold (Each)
Living Dead
Phil
2022-63(6)1233530


ENEMY`'S WS    12345678910

Living Dead3444556666



Special Rules (Living Dead) : Fear 6.


 

Mad Tut

These are the mummified bodies of powerful warriors who were preserved to keep their memories alive, hundreds of years ago. Unfortunately, once a necromancer gets hold of them all hell breaks loose!
Use a mummy to represent a mad tut.


NameWMWSBSSTIAArmDamGold (Each)
Mad Tut
Phil
50583+84(7)75355660


ENEMY`'S WS    12345678910

Mad Tut2233333444



Special Rules (Mad Tut) : Fear 13. Hover (as Fly). Tomb Rot (1D6).


 

Mandrake

Otherwise known as the evil dryads, mandrakes are the ghosts of the dead who haunt uprooted trees. This is a freak phenomenon, and has only ever been recorded in recent history once.
Use a dryad as a mandrake.


NameWMWSBSSTIAArmDamGold (Each)
Mandrake
Phil
2534-4342-2250


ENEMY`'S WS    12345678910

Mandrake2334444455



Special Rules (Mandrake) : Fear 5.


 

Marrow Knight

Marrow knights may look like undead centaurs, but they are, in fact, skeletal combinations of dead horses and warriors. Not all skeletons left lying on the battlefield are complete, but necromancers are not willing to let incomplete skeletons hinder them in creating undead armies, and so these centaur-like skeletons are created to serve as personal bodyguards to their masters. Some hollow knights even act as steeds to necromancers.
Create marrow knights from skeletal horses and skeleton models.


NameWMWSBSSTIAArmDamGold (Each)
Marrow Knight
Phil
39664+62(4)7322680


ENEMY`'S WS    12345678910

Marrow Knight2333344444



Special Rules (Marrow Knight) : Fear 8. Large Monster.


 

Meat Zombie

These zombies are created from two living dead by a deathbringer. They are surprisingly in tact for undead creatures.
Use a zombie to represent a meat zombie.


NameWMWSBSSTIAArmDamGold (Each)
Meat Zombie
Phil
4032-85(7)02241330


ENEMY`'S WS    12345678910

Meat Zombie3444556666



Special Rules (Meat Zombie) : Fear 8.


 

Memory Eater

Possibly the most tragic undead creature ever raised, the memory eater is created by a botched job by a necromancer. When this zombie is raised, it retains some of its former sentience. The necromancer who has raised it usually abandons it at this point,

NameWMWSBSSTIAArmDamGold (Each)
Memory Eater
Phil
26346+4332-2420


ENEMY`'S WS    12345678910

Memory Eater2334444455



Special Rules (Memory Eater) : Fear 9.


 

Mistwalker

While most of these chilling ghosts simply seek closure on an event that could not be completed within their own lifetime, there are a few mistwalkers that, after rising once the scene of their death is touched by fog, seek vengeance on those who offended them in life… and sometimes on the whole of humankind.
Use a banshee model.


NameWMWSBSSTIAArmDamGold (Each)
Mistwalker
Phil
361246+4311-2240


ENEMY`'S WS    12345678910

Mistwalker2334444455



Special Rules (Mistwalker) : Chill 2. Ethereal 1. Fear 6. Weakness (Fire).



WEAKNESS (Spell Type(s))

Some creatures take double damage from certain spell types. These types will be listed in the brackets next to this ability. It is also likely that they will take double damage if hit by the real thing, and not magical, as well. For example, if it says "Lightning" in the brackets, then they will take double damage from Lightning Bolt, Chain Lightning, and actually being hit by lightning (unlikely, but still).

 

Mummies

Mummies are protected by powerful magics to preserve them and cheat death itself. They are deadly opponents, capable of delivering crushing blows upon their enemies.

NameWMWSBSSTIAArmDamGold (Each)
Mummy
Roleplay book
4033-4532-2D6450
Mummy Tomb King
Roleplay book
4534-55(7)4323D61000


ENEMY`'S WS    12345678910

Mummy2344445556
Mummy Tomb King2334444455



Special Rules (Mummy) : Fear 7. Tomb Rot (1D3).

Special Rules (Mummy Tomb King) : Fear 7. Magic Armour. Magic Item. Magic Weapon. Tomb Rot (1D6).


 

Necromancers

A Necromancer is an evil wizard with powers over the world of the dead. Hismagic enables him to extend his own life for centuries and to raise corpses to create Skeleton and Zombies.

NameWMWSBSSTIAArmDamGold (Each)
Necromancer
Roleplay book
25443+4332-2D6680
Necromancer Champion
Roleplay book
29452+4343-2D61630
Master Necromancer
Roleplay book
34461+54(7)5433D62780
Necromancer Lord
Roleplay book
3947Auto54(8)6543D64100


ENEMY`'S WS    12345678910

Master Necromancer2333344444
Necromancer2334444455
Necromancer Champion2333444444
Necromancer Lord2333334444



Special Rules (Master Necromancer) : 3 x Magic Item. Faerie Magic 3. Magic Dispel 4+. Magic Weapon. Necromantic Magic 4. Regenerate 2.

Special Rules (Necromancer) : Fear. Magic Weapon. Necromantic Magic 1. Regenerate 2.

Special Rules (Necromancer Champion) : 2 x Magic Item. Faerie Magic 3. Magic Weapon. Necromantic Magic 2. Regenerate 2.

Special Rules (Necromancer Lord) : 4 x Magic Item. Ambush. Ambush, Magic A. Faerie Magic 3. Magic Dispel 4+. Magic Weapon. Necromantic Magic 4. Regenerate 2.


 

Necromantic Golem

When necromancers fall on hard times, and complete bodies cannot be found, they gather what remains they can find, sew them all together and then use dark magic to give them life. Necromantic golems serve as large war-machines and steeds to undead armies.
Make one out of leftovers on skeleton and zombie sprews.


NameWMWSBSSTIAArmDamGold (Each)
Necromantic Golem
Phil
56976+7313-32340


ENEMY`'S WS    12345678910

Necromantic Golem2333334444



Special Rules (Necromantic Golem) : Immune to Psychology. Krewe (Bones). Large Monster. No Speech. Terror 11.



IMMUNE TO PSYCHOLOGY

This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).


KREWE (Name)

All creatures with this ability listed are creatures that serve King Momus (see 'Adversary Anthology: Monster-characters'). No special rules to this one, really, but the information might come in handy for anyone who wants to use Momus in a quest.


NO SPEECH

Most stone, bone and clay golems are built with no tongue, and so they cannot speak. Armour golems are simply enchanted armour, and they have no way of speaking. Necromantic golems have no intelligence, and so don't speak. Should you ever wish to have a golem NPC he would have to communicate with the other warriors by way of a slate and some chalk... or be a really intelligent undead golem.

 

Punkinhead

These are enchanted pumpkins, or humans that were changed in form years ago by evil necromancers. They are weak, but can heal themselves. They appear as humans with a lit pumpkin for a head.
Convert a human model to resemble a punkinhead.


NameWMWSBSSTIAArmDamGold (Each)
Punkinhead
Phil
10536+2142-1150


ENEMY`'S WS    12345678910

Punkinhead2344445556



Special Rules (Punkinhead) : Fear 5. Replenishing Magic 1.



REPLENISHING MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Heal… One monster recovers 1D6 wounds

2

Failure.

3

Aura… Roll 2D6 for each monster on the same board section as the caster. Each time a double is rolled the monster recovers that amount of wounds.

 

Reaper

These cloaked skeletons wield bloodied scythes and hover around the room killing all in their way with swift blows.
Use a wraith to represent a reaper.


NameWMWSBSSTIAArmDamGold (Each)
Reaper
Phil
2565-43(5)43221390


ENEMY`'S WS    12345678910

Reaper2333444444



Special Rules (Reaper) : Deathgrip (12+). Fear 8. Fly.



DEATHGRIP (n+)

Once per turn a monster with this ability may give up all of his/her/its attacks and make one single attack that hits if an n+ is rolled on 2D6. If it hits then the enemy's wounds are reduced by 1/2 (rounding up).

 

Skeletal Giant

It takes the combined power of many necromancers to raise a dead giant, but the result is worth it. The skeletal giant is a terrible foe, fearsome to look at and almost impossible to defeat.
Skeletal giant models are available from, I believe, Ral Partha.


NameWMWSBSSTIAArmDamGold (Each)
Skeletal Giant
Phil
64625+66(11)2S542510


ENEMY`'S WS    12345678910

Skeletal Giant3444556666



Special Rules (Skeletal Giant) : Fear 13. Giant Attacks. Large Monster. Never Pinned. Regenerate 10.



GIANT ATTACKS

Giants are huge and unpredictable creatures and it is by no means certain what form of attack they will make. At the start of each Monsters' Phase roll 1D6 on the following table for each Giant on the board to determine what it does this turn.

1    Thump With Club.
Because of his reach the Giant can hit anyWarrior up to two squares away. Take a Warrior counter to determine which Warrior is attacked. The Giant makes 1D6 attacks against the target, rolling to hit as normal. Calculate damage as normal but ignore any modifier for the target's armour.
2 Swing with Club.
Because of his reach the Giant hits all of theWarriors up to two squares away. Roll 3D6 for each eligible target. Each dice that scores a 4, 5 or 6 causes that many Wounds, with no modifier for armour. Any dice that scores 1, 2 or 3 misses as the Warrior manages to avoid the mighty weapon.
3 Kick Down Corridor
The Giant raises a huge booted foot anddrop-kicks an adjacent Warrior into the darkness. If there is more than one eligible target draw a Warrior counter to determine who is hit. The Warrior is kicked up to 7 squares in a straight line directly away from the Giant. If he hits a wall before reaching this distance he suffers 1D6 Wounds, with no modifier for armour, for each square short of 7 he flew, plus the Giant's Strength of 7.
If the booted Warrior flies 2 squares then hits a wall, for instance, he suffers (7-2)=5D6 Wounds, plus 7 for the Giant's Strength, with no modifier for armour (total roll therefore equals 5D6+7).
4 Pick Up. 
Because of his reach the Giant can pick up a Warrior up totwo squares away. Take a Warrior counter to see who is picked up. Place that model on the Giant's base and roll 1D6 on the following sub-table:
1     Squeeze
The Giant squeezes the Warrior with his mighty fist.The Warrior takes 7D6 Wounds. Roll again on this sub-table.
2 Hurl at Warriors. 
The Giant picks up the Warrior and hurls him athis companions Take a Warrior counter to see which Warrior is targeted. Roll 7D6 and separate those that have an even score from those that have an odd score. The Warrior being thrown suffers a number of Wounds equal to the sum of the even dice, while the targeted Warrior suffers a number of Wounds equal to the sum of the odd dice. Neither Warrior gets any modifiers on the damage roll for Toughness or armour. The thrown Warrior is placed prone in the square originally occupied by the target Warrior. The target Warrior is pushed into an adjacent square, shuffling other models around as necessary.
3 Smash Against the Roof. 
The Giant grabs the Warrior by the feet toget a good swing and begins to smash him repeatedly against the roof of the cave in a cheerfully enthusiastic fashion. This does the Warrior no good at all. The Giant smashes the Warrior against the roof 1D6 times, inflicting 7 Wounds, with no modifiers for Toughness or armour, each time. Then roll on this sub-table again
4 Chew
The Giant begins to chew on the Warrior with teeth the sizeand shape of old tombstones. The Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. If the score on the dice is a 2, 3 4, 5 or 6 the Giant continues to chew the Warrior next turn, even if he is at 0 Wounds or less. Roll another 1D6 for Wounds. This process continues until the roll for Wounds is a 1 at which point the Giant finds a gristly bit, loses interest and drops the Warrior in the square he got him from. Place the Warrior prone. If the Warrior is reduced to -50 Wounds the Giant swallows him whole, effectively taking him out the game.
5 Stuff into Bag. 
The Giant picks up the Warrior and pops him into hisbag, saving him for later. The inside of the bag is smelly and dark, full of all sorts of horrible things. In one corner Is a wizened old Dwarf Prospector, who wearily gives the Warrior a key and says '.This is the key to the portcullis..." in a tired and cracked voice.
The Warrior suffers no ill effects as long as the Giant has other foes to fight. If the Giant kills all of the other Warriors he is carried off and eaten at the Giant’s leisure. He may escape from the bag once theGiant is killed: place him in any empty square on the same board section. Once free he remains out of action for 1 turn due to shock.
6 Snatch and Grab
The Giant pops the Warrior into his bag, asabove. As it’s a long time since he had the prospect of such a juicysucculent feast the Giant reaches down for another Warrior immediately. Make another 1D6 roll on this sub-table.
5 Jump Up and Down. 
Striking sparks off the stone floor with his hobnailedfeet, the Giant jumps up and down on any single Warrior in an adjacent square. If there is more than one eligible target draw a Warrior counter to determine which Warrior is attacked. The chosen Warrior suffers 1D6 hits, taking damage for each hit as normal.
 If the target is reduced to 0 Wounds the Giant will make another 1D6 jump attacks on the next nearest adjacent Warrior. This process continues until the Giant fails to kill a Warrior within the number of attacks he has rolled or he has reduced all adjacent Warriors to 0 Wounds.
6 Yell and Bawl.
Feeling a good shout coming on, the Giant bends overuntil his head is at the same level as the Warriors and proceeds to yell and bellow at the top of his voice. Roll 2D6 for each Warrior. If the total is equal to or greater than the sum of the Warrior's Toughness and Strength he is knocked prone by the blast. He takes no Wounds from the attack.

 

Skeletal Ogre

This is the animated skeleton of an ogre long dead.
Skeletal giant models are available from, I believe, Ral Partha.


NameWMWSBSSTIAArmDamGold (Each)
Skeletal Ogre
Phil
7426+4432-1/2*300

*On a 5+ to hit.

ENEMY`'S WS    12345678910

Skeletal Ogre3444556666



Special Rules (Skeletal Ogre) : Fear 6.


 

Skeletons

Skeleton warriors claw themselves out of the earth to attack the living. They wield rusty swords and axes, and mouldering remnants of armour still cling to their frame. Some skeletal champions are the remains of long dead warriors, guarding their ancient tombs against the living.

NameWMWSBSSTIAArmDamGold (Each)
Skeleton
Roleplay book
5425+3321-1D680
Skeleton Tomb Guardian
Roleplay book
15436+33(4)2112D6110


ENEMY`'S WS    12345678910

Skeleton3444556666
Skeleton Tomb Guardian2344445556



Special Rules (Skeleton) : Armed with [1-3] Bows (Str 3) or [4-6] Swords. Fear 5. Regenerate 1.

Special Rules (Skeleton Tomb Guardian) : Fear 5. Regenerate 1.


 

Spirit Of The Plague

These are spirits of those killed by - you guessed it - the plague! Those claimed by serious illnesses, particularly those who suffered much more than usual, can be brought back to spread the disease (or diseases) they died from.
Any spirit-looking model or diseased humanoid could be used to represent a spirit of the plague.


NameWMWSBSSTIAArmDamGold (Each)
Spirit Of The Plague
Phil
36245+5222-3430


ENEMY`'S WS    12345678910

Spirit Of The Plague2334444455



Special Rules (Spirit Of The Plague) : Ethereal 1. Plague.


 

Tomb Walker

These are the eternal mummies of the dead that walk once more... or limp once more at any rate. Some people die of serious injury, and not of natural causes. These people make lousy mummies, but are used by necromancers anyway.
Use a mummy to represent a tomb walker.


NameWMWSBSSTIAArmDamGold (Each)
Tomb Walker
Phil
35336+74(5)43133450


ENEMY`'S WS    12345678910

Tomb Walker2344445556



Special Rules (Tomb Walker) : Fear 9.


 

Undead Ooze

Undead oozes are created when any kind of living ooze eats the dead body of a spirit that cannot find rest. Presented with the ooze’s body, and thus the chance to move around, the spirit possesses the ooze that has eaten it, and uses it to hunt and kill living creatures. Soon the ooze becomes a huge, black mass, with no trace of its original ooze type visible. Every time an undead ooze consumes a corpse, it envelops the bones of its victims and then reanimates them when in danger.
Create an undead ooze out of green stuff or by dripping molten metal onto a base. Paint it gloss black, and add a few protruding bones and skulls to it for effect.


NameWMWSBSSTIAArmDamGold (Each)
Undead Ooze
Phil
393/3**3-7113-Sp520

**Climbing.

ENEMY`'S WS    12345678910

Undead Ooze2344445556



Special Rules (Undead Ooze) : Brr!. Fear 10. Smother. Summon Skeletal Army.



BRR!

Some creatures exude an icy atmosphere, or consume all available heat in the room. This puts all warriors in the same room as one of these creatures at -1 To Hit.


SMOTHER

Upon a successful hit, some oozes wrap themselves around their victim's head and attempt to cut off its air supply. Such a creature will stay on the victim until either it is forced off or one of them is dead. At the beginning of each Warriors' Phase, a smothered warrior may attempt to pull the ooze from its face. This requires a strength test of 6 against the ooze's strength (1D6 + warrior's strength - oozes' strength => 6) - remember a roll of six ALWAYS succeeds and a roll of one ALWAYS fails. If after the third attempt the warrior is still not free, he passes out, and will die at the beginning of the next Warriors' Phase. The other warriors may attack the ooze smothering their companion, but this will cause only half damage, the other half being dealt to the smothered warrior. A smothered warrior may make no other actions apart from attempting to break free.


SUMMON SKELETAL ARMY

Some creatures may summon 1D3 skeletons and 1 tomb guardian per turn, to keep the warriors busy or obstructed. Place the monsters next to a warrior each, and they attack immediately. No gold is gained for killing them.

 

Unfinished Business Spirit

These are the spirits of the dead who believed they still had jobs to do in the world, such as look after their loved ones. Unfortunately, they were wrong and are now stuck here, unable to ascend into their rightful plane of existence. They make good magic-users as well as competent fighters
Any ghost model will do as one off these spirits


NameWMWSBSSTIAArmDamGold (Each)
Unfinished Business Spirit
Phil
5066-4344-Sp840


ENEMY`'S WS    12345678910

Unfinished Business Spirit2333344444



Special Rules (Unfinished Business Spirit) : Chill 3. Dagon Magic 1. Ethereal 1. Fear 10. Fly. Melancholy Tune.



MELANCHOLY TUNE

Some creatures hum a sad, dismal tune as they fight. This can confuse the Wizard. For every creature with this ability on the same board section as the wizard subtract 1 from the power roll.

 

Vampires

Vampires are human in appearance, but their blood is tainted with supernatural energy. They are undead immortals who must spend the hours of daylight resting in darkness, for strong sunlight burns their flesh and destroys them.

NameWMWSBSSTIAArmDamGold (Each)
Vampire Count
Roleplay book
30672+76(9)8332D6 / 3D6 (5+)2000
Vampire Lord
Roleplay book
42681+76(9)9433D63750
Vampire Lord Necromancer
Roleplay book
38672+65(9)8344D64750


ENEMY`'S WS    12345678910

Vampire Count2333334444
Vampire Lord2233333444
Vampire Lord Necromancer2333334444



Special Rules (Vampire Count) : Ambush. Ambush, Magic A. Fear. Fly. Necromantic Magic 2. Vampire.

Special Rules (Vampire Lord) : Ambush. Ambush, Magic A. Fear. Fear 12. Fly. Vampire.

Special Rules (Vampire Lord Necromancer) : 2 x Magic Item. Ambush, Magic A. Faerie Magic 3. Fly. Fly (sometimes - see below). Magic Armour. Magic Weapon. Necromantic Magic 4. Vampire.



VAMPIRE ABILITIES

In addition to their hand-to-hand attacks, Vampires may make a single special attack each turn. At the start of the Monsters' Phase roll 1D6 on the following table to determine what the Vampire does this turn.

1     Transfix.
The Vampire transfixes one of the Warriors with his steely glare. Draw a Warrior counter to determine who is affected. Roll 1D6 and add that Warrior's Initiative. If the score is 11 or less he is transfixed for 1 turn. While transfixed the Warrior may do absolutely nothing and any Monster in combat with him automatically hits.
2 Regenerate.
The Vampire regains 3D6 Wounds at the end of this turn, even if this takes him above his Starting Wounds score. The Vampire cannot regenerate if it is killed.
3 Bite.
The Vampire bites all adjacent Warriors. Each suffers (the Dungeon level) Wounds, with no deductions for Toughness or armour. The Vampire then gains the total number of Wounds caused, adding them to his own Wounds, even if this takes him above his Starting Wounds score.
4 Ethereal.
The Vampire become Ethereal 2 until the start of the next Monsters' Phase. For the duration of this state he has a Chill 3 attack rather than his normal hand-to-hand attacks.
5 Cloak of Darkness.
The Vampire gathers a mantle of blackness around him. Until the start of the next Monsters' Phase all attacks against him are made at -1 to hit. In addition, all Warriors on the same board section as the Vampire lose 1 Attack in the next Warriors' Phase.
6 Turns to Smoke.
At the end of the Monsters' Phase, after making any hand-to-hand attack, the Vampire vanishes in a pall of smoke. Remove the model from the board. At the start of the next Monsters' Phase take a Warrior counter and place the Vampire back on the board next to that Warrior. In addition, if the Vampire left the board on less than full Wounds he returns fully healed and back up to his Starting Wounds score.

 

Wights

Although their bodies are decayed leaving only bones and tattered flesh, Wights are held together by evil magic so strong that it has endured for centuries. They wear ancient battle gear, corroded by time. Their shrivelled and horrific bodies are adorned with golden amulets and rings.

NameWMWSBSSTIAArmDamGold (Each)
Wight
Roleplay book
1443344(6)3122D6370
Wight Lord
Roleplay book
3544-44(6)4222D6650


ENEMY`'S WS    12345678910

Wight2344445556
Wight Lord2334444455



Special Rules (Wight) : Fear 7.

Special Rules (Wight Lord) : Fear 8. Magic Armour. Magic Weapon.


 

Wraiths

Continual use of dark magic drains the soul and withers the body, until onlyan insubstantial husk remains, deprived of its substance and driven by a twisted mind. The victims of such foolishness are called Wraiths. Once they were great men, wizards of considerable power, but now they are just shadows kept between life and death by their own bitterness. Their cloaks give them substance, but nothing remains of their physical bodies. Two glowing red eyes glint from behind their cowls. They are dangerous because their chill touch drains life from living creatures. turn, even if this takes him above his Starting Wounds score. The Vampire cannot regenerate if it is killed.

NameWMWSBSSTIAArmDamGold (Each)
Wraith
Roleplay book
3043-3432-Special750


ENEMY`'S WS    12345678910

Wraith2344445556



Special Rules (Wraith) : Eat Wood. Ethereal -1. Terror 8.



EAT WOOD

Worms eat wood. This means that they can eat one tree per turn and, more importantly, destroy any wooden items carried by the warrior if the warrior is hit. Discard these items. If it eats a warrior's wooden leg, then he is at half movement.

 

Zombies

At the start of each Monsters' Phase, a Necromancer may cast one or more of Zombies are fresh corpses brought back to life by foul necromancy. Being more recently dead than Skeletons they retain more of their intellect and are more like living humans, although they are totally under the will of the Necromancer whose conjurations created them. Although rejuvenated by magic they continue to decay. Their flesh is rank and hangs in strips from their bodies, and their clothes are tattered and caked with blood.
Like Skeletons, Zombies are animated by magic, and this link can be broken as they fight, making them vulnerable to weapons in the same way as living men. They are horrible creations and extremely difficult to fight, though troops who stand their ground can beat them off if they keep their nerve.


NameWMWSBSSTIAArmDamGold (Each)
Zombie
Roleplay book
542-3311-1D640


ENEMY`'S WS    12345678910

Zombie3444556666



Special Rules (Zombie) : Fear 3.


Annexe : MAGIC


CHAOS MAGIC

At the start of each Monsters' Phase, a Chaos Sorcerer may cast one or more of the following spells. Roll the relevant number of D6 on the following table to determine which spells are cast:

2-4     Failure.
The Sorcerer fails to cast this spell. 5 Battle Lust. The Sorcerer gives an extra (1 x the Dungeon level) Attacksto the Monsters in combat with the Warriors, distributed as evenly as possible.
6 Doombolt.
A bolt of black fire bursts from the Sorcerer's palm towardsone of the Warriors. Draw a Warrior counter to determine which Warrior is hit. The Doombolt inflicts (2 x the Dungeon level) Wounds, with no modifiers for Toughness or armour.
7 Hand of Dust.
The Sorcerer may attack any single adjacent Warrior. Ifthere is more than one eligible target take a Warrior counter to determine who the Sorcerer attacks. Roll 1D6 for the chosen Warrior and add his Strength to the score. Roll 2D6 for the Sorcerer and add his Strength to the score. The highest score wins. If the Warrior wins the spell fails. If the Sorcerer wins the Warrior suffers (2 x the Dungeon level) Wounds with no modifiers for Toughness or armour. If the Chaos Sorcerer is not in hand-to-hand combat ignore this result and re-roll on this table.
8 Blade Wind.
The Sorcerer summons a storm of slashing blades. Take aWarrior counter to determine who is affected. That Warrior suffers (the Dungeon level) D6 Wounds, modified for Toughness and armour as usual.
9 Soul Drain.
The Sorcerer creates a storm of dark magic. Roll 1D6 foreach Warrior adding his Toughness to the score. If the total is equal to or more than the Dungeon level he suffers no ill effects from the spell. If the score is less than the Dungeon Level the Warrior suffers (1D6 + the Dungeon level) Wounds and the Sorcerer gains the same amount. The Sorcerer may never gain more Wounds than he started with any extra Wounds are lost in the warp.
A Warrior reduced to zero Wounds by this spell is immediately killed and may not be brought back to life by any means other than those spells and magic items that raise the dead.
10 Amizipal's Black Horror.
A black cloud issues from the Sorcerer'smouth, engulfing the Warriors in darkness. Roll 1D6 for each Warrior adding his Strength to the score. If the total is 7 or more he suffers no ill effects from the spell. If the score is 6 or less he suffers (the Dungeon level) D6 Wounds, with no modifier for armour.
11 Malediction of Nagash.
The Sorcerer causes cuts to open up on the body of one of the Warriors. Draw a Warrior counter to determine which Warrior is hit. For 1 turn that Warrior is unable to move, fire a missile weapon, and is at -2 to all of his to hit rolls in close combat. Now, and at the start of each subsequent turn, the same Warrior loses (1 x the Dungeon level) Wounds, with no modifiers for Toughness or armour, until the Sorcerer is dead.
12 The Transformation of Kadon.
The Sorcerer transforms himself intoone of the following monsters. Roll 1D6:
1-2   Wyvern
3-4 Chimera
5 Manticore
6 Hydra

If the transformation turns the Sorcerer into a Monster of less value than himself, re-roll the spell.
See the Monsters section of the Bestiary for full details and profiles for these Monsters
The Sorcerer remains transformed until either he or all of the Warriors are dead. While transformed he may not cast any more spells.


DAGON MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Failure.

2-3   

Healing Steam… 
One monster regains 2D6 wounds.

4-5

Healing Mist… 
All monsters regain 1D6 wounds.

6

Summon Air Pocket… 
This creates one air pocket, which immediately surrounds a warrior. While in an air pocket the warrior cannot make any action other than healing himself and trying to break free. Spells or any other form of attack cannot target a warrior in an air pocket. At the beginning of each Warriors' Phase the warrior may attempt to break free. To do this he must roll a 6 on 1D6. For every whole Warriors' Phase spent inside the air pocket, the warrior loses 1D6 'air tokens'. Each warrior has a number of air tokens equal to his wounds. Once all the air tokens have been lost he loses 1D6 wounds permanently each turn as he slowly suffocates! If he dies in this way then no amount healing will bring him back.


EARTH MAGIC

Roll 1D6 to see what kind of magic is cast:

1

Flame Burst… 
One victim suffers 1D3 wounds ~ no deductions

2

Failure.

3

Nourishment… 
Recover 1D3 wounds


FAERIE MAGIC

Roll 1D6 to see what kind of magic is cast:

1    

Failure.

2

Sleep Dust… 
One warrior falls asleep for two turns.

3

Fireball… 
One warrior suffers 1D6 damage, ignoring toughness.

4

Confuse… 
One warrior is dazed and prone for one turn, unable to perform any action except defend himself at -1 WS.

5

Heal… 
One monster is healed 1D6 wounds.

6

Lightning Bolt… 
One warrior suffers 1D6 damage, ignoring armour.


NECROMANTIC MAGIC

At the start of each Monsters' Phase, a Necromancer may cast one or more of the following spells, depending on his Magic Rating. Roll the relevant number of D6 to determine which spells are cast:

1     Winds of Death.
Reduces all of the Warriors' Attacks by -1 for the next Warriors' Phase.
2 Soul Drain.
Inflicts 2D6 Wounds, with no modifiers for Toughness or armour, on a single Warrior. Use the Warrior counters to determine which Warrior is affected.
3 Deathchill.
Reduces a single Warrior's Toughness by -2 . If this reduces his Toughness to zero he is killed and may not he healed by any means except spells and magic items, etc., that can resurrect the dead. Use the Warrior counters to determine which Warrior is affected.
If the Necromancer and all of his followers are destroyed, any Warriors whose Toughness has been reduced in this combat and are still alive have the damage to their Toughness restored.
4 Summon Skeletons.
The Necromancer summons 6 Skeletons. They are placed on the board immediately and may move and fight this turn.
5 Summon Ghouls.
The Necromancer summons 6 Ghouls. They are placed on the board immediately and may move and fight this turn.
6 Summon Mummies.
The Necromancer summons 1D6 Mummies. They are placed on the board immediately and may move and fight this turn.