Warhammer Quest : The Bestiary

Misc

Misc

48 monsters

 

Algoid

Algoids appear as humanoids with rough or course features and a distinct green colouring to their skin. However, they are, in fact, large colonies of algae, which have developed this method to transport themselves about. Together, not unlike the Borg (from Star Trek), they have developed a small amount of intelligence, and now are able to hunt, think and plot with ease.
Algoids can be made from green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Algoid
Phil
4044-7434-4750


ENEMY`'S WS    12345678910

Water Creature : Algoid2334444455



Special Rules (Water Creature : Algoid) : Bonus vs. Sharp Weapons. Fear 8. Immunity (Fire, Lightning).



BONUS VS SHARP WEAPONS

Sharp, non-magical weapons either go straight through the body of a creature with this ability, or cannot penetrate its flesh, and so they cause it no harm. Even sharp, magical weapons cause only half damage. Blunt weapons (maces, clubs, fists, knuckle dusters, gauntlets, boots (for kicking)) cause damage as normal.


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)).

 

Alligator Warrior

Solitary creatures by nature, alligator warriors only ever gather in great numbers to mate and to track down intruders within their territory. They do not get on well with others of their species, but may be quite friendly to other creatures that live with or near them.
A lizardman model would suffice, if you cannot find a model that actually looks like an alligator-man.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Alligator Warrior
Phil
244/3*46+44(5)7112220

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Alligator Warrior2334444455



Special Rules (Water Creature : Alligator Warrior) : Attack In Ranks. Krewe (Mangroves).



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.

 

Aquantis

The aquantis, its body held high on its stalk-like legs, is a reptilian creature that travels mostly by catching the wind with the large flaps of skin on its back. In high winds it can even take off, riding the air for short periods of time. Most of the t

NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Aquantis
Phil
483/Sp*6-5343-2680

*When the wind is in its favour, it may travel faster (10 or more).

ENEMY`'S WS    12345678910

Water Creature : Aquantis2333344444



Special Rules (Water Creature : Aquantis) : Fear 8. Fly (sometimes - see below). Large Monster. Sink Ship.



SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

Baby Golden Fish

Given life by the greater devil of Olhydra, these small creatures are evil indeed, and bloody dangerous too.
Baby golden fish can be created out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Baby Golden Fish
Phil
6565-9993-24360


ENEMY`'S WS    12345678910

Water Creature : Baby Golden Fish2333444444



Special Rules (Water Creature : Baby Golden Fish) : Fly. Freezing Glare 1D2. Olhydra Magic 2. Terror 13.



FREEZING GLARE n

A creature with this ability may freeze opponents with its stare. On a six to hit while attacking the target is paralysed for n turns.


OLHYDRA SPELLS

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

1

Failure.

2-3    

Healing Rain… 
All monsters regain 1D6 wounds.

4-5

Summon 1D3 silver fish.

6

Flood… 
An area of 4 by 4 square inches is flooded. All Warriors in that area are counted as being in water, and are at -1 WS. All Water Elementals in that area are at normal movement. All Fire Elementals in that area are extinguished and die.

 

Blood Kraken

Blood Krakens are creatures unique to Blood Bayou, and are smaller than most krakens. They are proud, vain and owe no allegiance to (and thus pay no respect to) ‘The Kraken’.
You might succeed in making a submerged kraken model from green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Blood Kraken
Phil
316*56+5554-1650

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Blood Kraken2333444444



Special Rules (Water Creature : Blood Kraken) : Constrict. Krewe (Waves). Olhydra Magic 2. Squirt Ink (6+).



CONSTRICT

On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.


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.


OLHYDRA SPELLS

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

1

Failure.

2-3    

Healing Rain… 
All monsters regain 1D6 wounds.

4-5

Summon 1D3 silver fish.

6

Flood… 
An area of 4 by 4 square inches is flooded. All Warriors in that area are counted as being in water, and are at -1 WS. All Water Elementals in that area are at normal movement. All Fire Elementals in that area are extinguished and die.


SQUIRT INK (n+)

Some creatures, particularly those from the sea, can squirt ink at the enemy upon a successful hit. If an attack hits with a roll of n+, then the creature has succeeded in squirting ink, and the victim of this attack loses one of his attacks next turn. If the creature squirts a warrior twice in one turn, then the warrior loses two attacks. If thrice, then three, etc.

 

Brikeye

Brikeyes are stronger than cybloks, but slower still. They are demons of medium talent, but, again, at least they can move... just about… which gives them an advantage over grimwalls.
'Grimbricks' can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Brikeye
Phil
4013-6932-3540


ENEMY`'S WS    12345678910

Brikeye2344445556



Special Rules (Brikeye) : Fear 6.


 

Brine Hag

Brine hags are repulsive creatures, twice the size of normal humans and grey-green in colour. Their webbed feet and hands, and unnaturally long limbs make them excellent swimmers, while a fully trained hag can actually breathe underwater, allowing her to stay beneath the waves for as long as she likes.
The brine hag has to look human, but she also has to be about twice the size of the other warriors, so you might want to scout around for models in a different scale.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Brine Hag
Phil
604/8*/1**54+5433-31730

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).
**Climbing.

ENEMY`'S WS    12345678910

Water Creature : Brine Hag2333444444



Special Rules (Water Creature : Brine Hag) : Drown. Olhydra Magic 2.



DROWN

Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.


OLHYDRA SPELLS

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

1

Failure.

2-3    

Healing Rain… 
All monsters regain 1D6 wounds.

4-5

Summon 1D3 silver fish.

6

Flood… 
An area of 4 by 4 square inches is flooded. All Warriors in that area are counted as being in water, and are at -1 WS. All Water Elementals in that area are at normal movement. All Fire Elementals in that area are extinguished and die.

 

Bullywug

Resembling frog-men, bullywugs like to hide low in the water and then spring up onto poor, unsuspecting prey. Some of the more intelligent bullywugs know a primitive version of the common tongue, and can communicate with humans. Most of them are like primitive man, and would dwell in caves if they did not need to keep their skin wet.
Use skinks to represent bullywugs.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Bullywug
Phil
153/15*54+4421-1230

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Bullywug2333444444



Special Rules (Water Creature : Bullywug) : Ambush 2+.


 

Bunyip

The bunyip resembles a seal with toothed jaws, a large amount of black hair, and a mane. It will only attack if hungry or threatened.
I would make only the head of the bunyip, as the rest off it is likely to be underwater, out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Bunyip
Phil
4512*3-8433-51350

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Bunyip2344445556



Special Rules (Water Creature : Bunyip) : Sink Ship. Terror 8.



SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

CIFAL

The CIFAL - “Colonial Insect-Formed Artificial Life” - is a humanoid shape, with no definite, fixed form, made up of a lot of small, flying insects (roughly eight swarms of over one-hundred thousand insects each). Sharp weapons merely go straight through a cifal, perhaps killing a small amount of insects that get in the way.
A CIFAL’s rough shape can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
CIFAL
Phil
5063-6513-42870


ENEMY`'S WS    12345678910

CIFAL2344445556



Special Rules (CIFAL) : Fear 12. Sharp Weapon Damage Reduction.



SHARP WEAPON DAMAGE REDUCTION

Any sharp weapon (swords, axes, daggers, etc...), whether magical or not, causes only one point of damage on a CIFAL, as the insects merely go around the blade.

 

Cyblok

The demons sealed inside these bricks are weak and slow, moving by slowly rolling towards the enemy. However, at least cybloks are small enough to move.
'Grimbricks' can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Cyblok
Phil
2024-5821-2290


ENEMY`'S WS    12345678910

Cyblok2334444455



Special Rules (Cyblok) : Fear 5.


 

Dire Monitor

Large crocodiles that are vastly intelligent for reptiles, the most ingenious of which have learnt that placing golden trinkets on the edges of their pools attracts food. They spend most of their time submerged in water, only jumping out briefly to catch prey, before dragging their victims underwater to be drowned and then eaten at leisure.
One of the large lizard steeds of the lizardmen would probably look pretty close without any conversion at all, although the larger and more crocodilian it looks, the better.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Dire Monitor
Phil
272/6*4-6362-3500

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Dire Monitor2334444455



Special Rules (Water Creature : Dire Monitor) : Ambush 2+. Lockjaw 5+.



LOCKJAW (n+)

Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.

 

Dragonfish

Dragonfish live on the bottom of the seabed and... do nothing. They simply lie there, until they are trodden on! Then they leap into battle... and usually die, but that’s not the point! To represent whether a dragonfish has been trodden on or not, the ambush attack is used, for on the dragonfish’s back are a set of deadly spines that will pierce a warrior’s boot!
Fish models can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Dragonfish
Phil
104*2-8311-130

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Dragonfish3444556666



Special Rules (Water Creature : Dragonfish) : Magical Ambush (A). Poison.


 

Drowned Lady

This large puffer fish can stretch its mouth to fir around almost any prey, and then ‘puff up’ by filling its five bladders with water, making itself so heavy that it sinks to the bottom of the lake in which it lives, taking its victim with it.
You probably need not represent this creature, but if you do want to, I suggest you create a model out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Drowned Lady
Phil
39*3-2211-160

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Drowned Lady2344445556



Special Rules (Water Creature : Drowned Lady) : Drown.



DROWN

Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.

 

Ebon Eel

It does not take much to provoke the fiercely territorial ebon eel, a large cobalt blue eel. It also doesn’t take much for an eel to deal with intruders in its territory, as it blinds them with a chemical irritant before attacking, making them easy meat.
You can probably make an eel out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Ebon Eel
Phil
136*3-3241-140

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Ebon Eel2344445556



Special Rules (Water Creature : Ebon Eel) : Blind 6+.



BLIND n+

Some creatures can temporarily cause an enemy to lose its sight 9perhaps by shining a bright light at them or spraying them with an irritant). Such creatures may attempt this attack (which hits on a roll of n+ on 1D6) once per turn, targeting a single warrior. If the attack hits, then that warrior's attacks only hit their intended target on a natural roll of six, and natural rolls of one To Hit indicate that, in the confusion, the warrior has injured himself, and he must lose 1D6 wounds (normal modifications).

 

Grimwall

This is a section of wall which cannot be seen in its true form without some kind of magic item that casts the spell 'See Truth'. Its real appearance is a wall with two fists, inside each a many-toothed mouth, and a single, unblinking eye. It is incredibly fearsome when seen in true form. If it is seen without the magic item it is a wall which 'thumps' in the middle, like a heart beat. A grimwall only ever attacks when seen properly, and usually blocks an important passageway.
You needn't use a model to represent an entire wall. Haven't your warriors got imaginations?


NameWMWSBSSTIAArmDamGold (Each)
Grimwall
Phil
6003*-71042-44550

*Hit automatically by warriors' attacks.

ENEMY`'S WS    12345678910

Grimwall2344445556



Special Rules (Grimwall) : Fear 12. Large Monster.


 

Handeater

The handeater is a magically enchanted chest. The idea is that once a nosy and brave interloper turns up in your palace to steal your money, you put one of these chests in the first room. He will immediately pick the lock, and as he opens the lid, to reveal many spiked teeth, the handeater springs into action and bites him. A fine way to deter the warriors from thievery! >:)
A chest model can be used to represent a handeater.


NameWMWSBSSTIAArmDamGold (Each)
Handeater
Phil
3003-6802-3 Specified by GM or nothing


ENEMY`'S WS    12345678910

Handeater2344445556



Special Rules (Handeater) : Magic Ambush A.


 

Jerry Springer and Company

Throughout history certain names of evil creatures that install fear in even the greatest heroes... Bloodthirster, Giant, Deathmaster Snitch, Arno the Snotling, the Underpants Gnomes, and, of course, Jeremy Beadle, but there is one name that kills the weak upon the utterance of it... I speak of Jerry Springer. Yes! That strong and terrible man who can set his ‘guests’ fighting each other in seconds. Many fear they will be brainwashed and be turned into the greatly feared ‘Jerry Zombies’. Many also fear ‘The Guys in Black’ who are Jerry’s personal bodyguards. It doesn’t matter who it is among Jerry’s slaves and servants, all attempt to get as far away from them as humanly possible.
Guy in Black
Wearing black armour and armed only with their fists, the guys in black can stop all fighting near Jerry, enabling a quick retreat for their master, or maybe just an easy punch up for the Jerry zombies.
Any warrior model painted in black clothing can be used to represent a guy in black.
Jerry Springer
His crazy, grey hair atop his head, Jerry is a fearsome opponent, able to summon bodyguards to protect him at will.
Err… Not sure how to represent Jerry, I’m afraid… Some kind of wizard, maybe?
Jerry Zombie
The Jerry zombies have been brainwashed by the irritating and horrible man who governs their lives. They are forced to steal gold from all they meet and bring it to the great piles of money that lie about Jerry’s home.
Any model can be a Jerry zombie.

NameWMWSBSSTIAArmDamGold (Each)
Jerry Springer
Phil
45424+3271-1 Over a billion gold pieces in his bank account (gained from the Jerry Zombies), but only 5500 gold pieces lying around in his jacket as small change.
Jerry Zombie
Phil
3041-2101-1 0 gold each... they give it all to Jerry! Whatever he had as a warrior
Guy in Black
Phil
60456+75(6)34154500


ENEMY`'S WS    12345678910

Guy in Black2333444444
Jerry Springer3444556666
Jerry Zombie4456666666



Special Rules (Guy in Black) : Talk to Calm.

Special Rules (Jerry Springer) : Brainwash. Cause Animosity. Power Word : TakecareofyourselvesandeachotherJerry Zombie. Springer’s Final Thought. Summon Guys in Black.

Special Rules (Jerry Zombie) : Power Word : Wecameallthewayfrom…. Power Word : Weloveyoujerry.



BRAINWASH

Once every four turns Jerry can attempt to brainwash a warrior. This succeeds on a roll of 6+ on 1D6. If it succeeds then the warrior turns into a Jerry zombie and is under Jerry's control. This lasts until Jerry decides to release the Warrior (unlikely) or until Jerry is killed (very unlikely). Once the spell is broken then the warrior returns to normal.


CAUSE ANIMOSITY

Once every five turns roll 1D6 for all the warriors. If two come up as the same number, then those two warriors turn against each other for the next warriors phase. If more than two dice come up as the same number, then all three attack each other (in any way). If there is more than one set of doubles then resolve both combats as normal... only there are two.


POWER WORD: TAKECAREOFYOURSELVESANDEACHOTHER

This may be used once per battle. It heals Jerry, the guys in black and all of the Jerry zombies up to full wounds.


POWER WORD: WECAMEALLTHEWAYFROM...

This spell drives the people who hear it 'up the wall', so to speak. It may be cast once every three turns and succeeds on a 6+. It reduces all of the warriors' attacks by two if it succeeds.


POWER WORD: WELOVEYOUJERRY

Each time this spell is cast, remove one Jerry zombie from the board. It has given up its pitiful existence to save Jerry's life. Jerry is healed 1D6 wounds for every zombie that dies.


SPRINGER'S FINAL THOUGHT

When Jerry Springer dies he utters the words to an evil spell: 'Thought'. The spell is actually utterly useless is would help nobody in the entire world, no matter what they needed. However, the words are so useless that they actually inflict pain on those that hear them. All the Warriors take 4D6 wounds, ignoring armour.


SUMMON GUYS IN BLACK

Once per turn roll 1D6. On a 6 Jerry has called 1D3 Guys in Black into existence.


TALK TO CALM

This skill can be used once per battle to stop all the warriors fighting for one Warriors' Phase (and that INCLUDES spells). It is used during the Warriors' Phase, and stops the warriors from making any aggressive move this turn (but healing and the like are OK).

 

Kelpie

Kelpies are made up of seaweed, and work closely with the syrens to lure males to their deaths. Next to a kelpie in human form, a syren is hideous.
Any female model will do as representation for a kelpie.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Kelpie
Phil
603/8*66+7665-53560

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Kelpie2333344444



Special Rules (Water Creature : Kelpie) : Lure.



LURE

Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).

 

Killwave

These are the souls of evil men and women who have been lost at sea. They drown anyone who comes near them so they can ‘keep them company’.
Use ghosts to represent killwaves.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Killwave
Phil
205*3-5432-2150

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Killwave2344445556



Special Rules (Water Creature : Killwave) : Sink Ship.



SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

Kuo-toa

These fish-men once lived on land, until men, elves and dwarves combined their armies to force them back into the sea. Since that day, all young kuo-toa are taught to kill land-folk on sight.
Convert a human model so it has flippers, fins or webbed-limbs to represent a kuo-toa.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Kuo-toa
Phil
305/10*45+6573-3720

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Kuo-toa2334444455



Special Rules (Water Creature : Kuo-toa) : Hate land-folk.


 

Lung Wang

Lung wang, the oriental sea dragons, resemble huge dragons with a tortoise-shell back. They rule most sea areas, and will usually demand a tribute (though not necessarily in the common tongue) for ships to pass safely through their area. If not appeased they are likely to attack, trying to capsize the ship before attacking the sailors.
Create a head out of green stuff, and perhaps the top of a shell, to represent this submerged dragon.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Lung Wang
Phil
802/6*7-8875-64995

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Lung Wang2333334444



Special Rules (Water Creature : Lung Wang) : Large Monster. Sink Ship. Terror 12.



SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

Mere-Lurker

This aquatic creature, also known as ‘Lover’s Folly’ because of its preference for dwelling in tranquil ‘lovers’ spots’, is shaped like a long worm with a hooded head. The bottom of its hood is shaped like a plant that lives on the surface of the water (different species have different shaped hoods, to blend in best with their habitat). Its eyes reflect almost any light with a glittering blue, appearing as gems under the water. The disguise of a lily pad, or another similar plant, combined with the promise of wealth beneath the surface, lures many people right into the mere-lurker’s clutches, whereupon it wraps itself around its hapless prey, injects it with poison and attempts to drag it under the water.
A mere-lurker could be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Mere-Lurker
Phil
51*1-1241-180

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Mere-Lurker4456666666



Special Rules (Water Creature : Mere-Lurker) : Ambush 6+. Constrict. Drown. Poison.



CONSTRICT

On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.


DROWN

Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.

 

Otherworldly Creatures

Having listened extensively to conversations on the famous “Mailing List” I finally decided to include this section, just to satisfy my wacky devotion to the “Multiverse” theory. The creatures in this section are all from other planes of existence (as the title might suggest). There are many alternate planes... too many to count. The “Warhammer Universe” is on a Prime Material plane (that is, one made up of primary material (e.g. earth, wind, fire, water, and all the stuff on the periodic table of elements)), but the creatures here are more likely to come from planes far, far away.
Aleax
The aleax is a magically summoned being who serves a certain god. Each god has one at the very least, which he uses to punish his followers if they disobey him/her/it. It appears as the exact double of it’s victim, which can be incredibly scary, to say the least.
Since the aleax is only ever seen by one party member in most situations and it is his/her/its exact double, representation would vary or not be needed at all.
Dream Snake
Dream snakes, in their true form, exists only in the ethereal plane, but they can be seen by some (the wisest elves and wizards) on the Prime Material Plane as a snake-shaped fog. Their true form, which can be seen in the ethereal plane or in the dreams of sleeping people they attack, is a blue and black striped snake. Dream snakes track their victims from the ethereal plane and then pounce when the victim is least suspecting it (preferably during sleep). The snake’s bite first lulls its enemy into a deep sleep (or deeper sleep, if its prey is already sleeping) and then drains the sleeping creature of all life energy.
Any snake model would do to represent the snake on the ethereal plane, and you need not represent it in ethereal form.
Master Shade
Master shades are the most superior of all shades, and appear as shade kings with a long, flowing, black cloak, which flows from their bodies even if there is no wind.
Human models painted totally black can represent shades.
Sandman
The sandmen are from... Well, no one knows! Only a privileged few even know of the existence of other planes, and they have no idea. Balthazar the Blue, an expert on alternate planes and Multiverse travel by way of void, claimed that they were ‘most likely from the elemental plane of fire’, but others say that they are from a plane that has not yet been discovered... Who knows??... Well, I know, but that would be telling! He he he!
Human models painted in a theme of gold, yellow and orange can represent sandmen.
Shade
Shades are said to live in dark undiscovered planes, but also have villages on other planes, having perfected the skill of plane-to-plane transport. Their true form is not known, but on foreign planes they appear as shadow-like humanoids, totally black, and with no features. There is a theory that shades are creatures born when a soul strays from the ethereal plane.
Human models painted totally black can represent shades.
Shade King
Shade kings are not regal in any way, but are known as kings because they appear as shade lords with crown-like helmets. They are second only to the master shades.
Human models painted totally black can represent shades.
Shade Lord
Shade lords are the lowest of the shade hierarchy, apart from common shades. They appear as normal shades, only they carry swords.
Human models painted totally black can represent shades.
Tween
Tweens live on the ethereal plane, and can only exist on the prime material plane by choosing a host to support them.
Tweens needn’t be represented on the board at all, but if they are seen, they appear as ghost-like figures.

NameWMWSBSSTIAArmDamGold (Each)
Aleax
Phil
50**65**4+**6**6**104**-4** An aleax is usually only used as a punishment to the warrior, and so, therefore, I cannot say... I leave it up to the individual GM for most cases, but I’d say 3560 gold each at default.
Tween
Phil
20*****7*-* 500 x BL gold each
Dream Snake
Phil
823-2241-1260 (no gold gained from creatures fought in dreams)
Shade
Phil
3066-5472-2820
Sandman
Phil
50456+44(5)43131170
Shade Lord
Phil
5067-64(6)84232240
Shade King
Phil
7568-75(6)95144350
Master Shade
Phil
10069-86(8)106265320

*Variable - see below.
** or as victim... whichever is better or decided by the GM

ENEMY`'S WS    12345678910

Aleax2333444444
Dream Snake2344445556
Master Shade2223333344
Sandman2333444444
Shade2333344444
Shade King2233333444
Shade Lord2333334444
Tween**********



Special Rules (Aleax) : Hardly Seen. Terror 15 (on victim only).

Special Rules (Dream Snake) : Coma.

Special Rules (Master Shade) : Magical Ambush (A).

Special Rules (Sandman) : Immune to Normal Missiles (i.e. arrows shot etc.). Magic Resistance 6+. Sleep Dust (3+).

Special Rules (Shade) : Magical Ambush (A).

Special Rules (Shade King) : Magical Ambush (A).

Special Rules (Shade Lord) : Magical Ambush (A).

Special Rules (Tween) : Ethereal 2. Hidden from Sight. Host.



COMA

The moment it sees an advantage, a dream snake attacks - this attack counts as an automatic 'Magic Ambush'. If it hits, it immediately sends its target into a deep sleep. If it misses, then the warriors barely notice a disturbance in the atmosphere, and play continues with them all none the wiser (if you are playing with a GM it is quite fun to keep the snake from the players as well as from their characters - just roll a few dice and grin every once and a while, and they'll begin to get nervous... and then scared when one of them suddenly finds himself out cold!).
Any unhappy warriors who are bitten by the snake's ambush attack are sent into a coma from which they cannot be awoken. The other warriors should have no idea what is going on, as their companion merely appears to be in a deep sleep and experiencing a terrible nightmare. The warrior in the coma ALSO should have barely any idea what is going on, but will find himself in a hazy dream, WITHOUT ANY EQUIPMENT (that's right, no weapons, no armour, no nothing! That means that he cannot utilise his damage dice in combat in this dream world!), faced with the dream snake that attacked him. He must kill the snake in combat before it kills him, or he will die in his sleep. Every time the snake hits, it gains one wound (even if this takes it above its starting wounds).
If the warrior beats the snake, then he snaps out of his coma, perhaps feeling slightly worse for wear, thinking that he's just had a nightmare.
Turns in a dream pass at the same speed as turns in the real world, but unexpected events that occur in the real world do not affect the dream.


HARDLY SEEN

The aleax is only ever 'always' seen by its target. However, elves may see it if they pass an initiative roll of 14, samurai and ninjas (and orientals in general) may see it at an initiative roll of 12, and wizard-types may see it if they pass an initiative roll of 16 (so basically, you would have to have had some kind of special modifiers to see it). Those who can see it may attempt to direct the blows of those that cannot see it, but rolls are at -4 to hit (or -3 if two can see it, -2 if three can see it, -1 if four or more can see it).


HIDDEN FROM SIGHT

In order to even see a tween, a warrior must roll a 6 on 1D6.


HOST

A tween will always have a humanoid host. The tween does not actually occupy the host, but stands a little way behind him, appearing as a shadowy outline. The host may be a warrior, or a monster, and no consent is needed for the occupation (although the tween is not likely to force its way into a host). The tween and the host share a telepathic bond, and the tween will stay with the host until either it or the host dies (although the GM may find a reason for a departure).
A tween will take on the same stats as its host (except for wounds and initiative). There are advantages and disadvantages to being a host. A host is at +1 luck and may make two hit rolls for each attack, choosing the highest roll. On the downside, all creatures adjacent to him, be they friend or foe, must also make two hit rolls for each attack, but must choose the lowest roll (unless they too have a tween in them).
A tween will only ever attack in self-defence.


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)).


SLEEP DUST (n+)

If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.

 

Paragon Crocodile

These divine crocodiles were once no different to your ordinary crocs, but they showed such devotion to their religious masters that Madriel, the goddess whom their masters followed (from Swords and Sorcery world, the ‘Scarred Lands’), granted them improved reactions, strength and recovery powers, as well as an intelligence that allowed them to think as clearly as their masters.
Any crocodile or general lizard model would do.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Paragon Crocodile
Phil
323/6*5-6422-3650

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Paragon Crocodile2333444444



Special Rules (Water Creature : Paragon Crocodile) : Lockjaw 4+. Regenerate 1.



LOCKJAW (n+)

Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.

 

Quipper

This is a deep-water piranha, only much more aggressive, and much, much more dangerous. They will usually not travel, except in large shoals. They have been known to devour a fully grown man in seconds. The man’s name was Bob.
Fish models can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Quipper
Phil
34*1-10411-5260

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Quipper4456666666



Special Rules (Water Creature : Quipper) : None.


 

Red Colony

A colony of red algae, the red colony is not intelligent in the same way that an algoid is, but still a danger to swimmers and boatmen. The colony floats on the surface of ponds or lakes it lives in, moving towards vibrations by using its jellyfish-like tentacles. Once it finds something organic, it will attempt to surround it, and then release acid that quickly dissolves most tissue. While this acid is usually not a great danger to humans, unless they are actually caught up right in the middle of the colony, it can be a problem for boatmen, who usually only discover the algae’s presence after find a leak in their partially dissolved boat. Most boatmen, as a precaution will carefully watch all algae, hoping to spot it releasing its bubbling acid before it causes any serious damage.
Just use red lichen.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Red Colony
Phil
241*1-8111-2210

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Red Colony4456666666



Special Rules (Water Creature : Red Colony) : Secrete Acid. Sink Ship (as ambush magic A).



SECRETE ACID

All attacks done by a creature with this ability ignore all armour. All non-magical armour hit disintegrates on a 4+. All non-magical weapons that hit the ooze also disintegrate after damage on a 4+.


SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

River Nymph

Although the river nymph appears vaguely feminine, it actually has no sex. Being a fairy-like folk of the night, they only appear once the sun has set, and together they swim and leap in the water like dolphins. While usually harmless and child-like, fascinated by humans and sometimes even besotted by them, on a full moon they attempt to lure sailors into the water with them. Their soft and tender but gender unspecific looks sooth those who come across them on nights of a full moon, and provoke a feeling of loneliness and need for company. Claiming to hear a beautiful song, lured victims join the nymphs in their dance, and almost always drown.
Fey or elven models will serve as river nymphs.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : River Nymph
Phil
309*55+4351-2230

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : River Nymph2333444444



Special Rules (Water Creature : River Nymph) : Drown. Lure (on both sexes).



DROWN

Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.


LURE

Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).

 

Robot

Robots are seldom made in these times, the technology required having been mostly lost in a great war of ages past. Robots are generally trusted less by most people than even golems.
Iron Cobra
Iron cobras, like attack dogs, have simple command words. Learn these command words (which are individual) and you will control the cobra. This could present some bizarre role-playing (for example, where ‘kipper’ was the command word for ‘kill’ - “Oh! What’s that? It looks like a snake! The bloke next door to me used to have a pet snake, you know. He also owned a shop where he sold kippers for three gol... ACK!”)
Make this monster out of green stuff.
Kaiser Krab
These robotic, giant crabs are led into battle and set to destroy a particular group of people. They are, of course, fearless and carry on fighting whatever happens.
I’m still not sure about representing this one. Daemonette claws and green stuff body, painted in a metallic theme, would do if you’re an ace modeller. Could you get a model of a crab, perhaps?
Robot Killer
It is believed that the ancient technology of robots was lost many millennia ago in a great war. Few have survived today.
I use necrons to represent these monsters, though any robot miniature could be used (and they are plentiful).
Scizzar
The scizzar was the result of years of updates and improvements of the kaiser krab model. The end result, although powerful, was a great disappointment to its designers.
Making the body out of green stuff, complete the skizzar with long tyrinid talons or daemonette claws.

NameWMWSBSSTIAArmDamGold (Each)
Kaiser Krab
Phil
4065-5523-4530
Iron Cobra
Phil
2554-6801-6790
Scizzar
Phil
5066-6634-52530
Robot Killer
Phil
40642+6201-52540


ENEMY`'S WS    12345678910

Iron Cobra2334444455
Kaiser Krab2333444444
Robot Killer2334444455
Scizzar2333344444



Special Rules (Iron Cobra) : Immune to Psychology. Poison Special.

Special Rules (Kaiser Krab) : Ignore Pain 2. Immune to Psychology. Shutdown.

Special Rules (Robot Killer) : Ignore Pain 1. Immune to Psychology. Laser. Terror 12.

Special Rules (Scizzar) : Ignore Pain 3. Shutdown.



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).


LASER

Monsters with this ability use a laser beam to attack, which ignores all armour.


POISON SPECIAL

A creature with this ability has poison attacks on his first three hits, but not afterwards.


SHUTDOWN

Each turn roll 2D6. If they both come up as ones then the Kaiser Krab has stopped working. It can only be repaired if a magic-user or engineer is present and he/she spends one turn repairing it.

 

Sea Stallion

Resembling horses made entirely of a substance not unlike water (but more substantial than water), sea stallions are far from aggressive, and only ever attack intruders who might threaten the lives of their children or eggs.
Paint a horse a pale blue, grey or white to represent a sea stallion.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Sea Stallion
Phil
357*5-6543-3250

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Sea Stallion2333444444



Special Rules (Water Creature : Sea Stallion) : None.


 

Seaspark

While sailors tend to believe that they are the souls of drowned seamen, these tiny fires, which are remarkably beautiful at night, are related to fire elementals, and have somehow found a way to live on the surface of water. They are perfectly harmless if left alone, but warriors that provoke them are likely to get burned… and that’s to say nothing of what happens to wooden boats that accidentally sail over them.
Make tiny flame models out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Seaspark
Phil
46*3-3461-1140

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Seaspark2344445556



Special Rules (Water Creature : Seaspark) : Breathe Fire 1. Immunity (Fire, Water). Sink Ship.



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)).


SINK SHIP

If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.

 

Silver Fish

The silver fish are odd creatures. They appear, as their name suggests, as silver fish, bigger than usual. They sit there eyeing the Warriors, and then fly at them with more strength than an angry rat ogre! They also have minor spell casting techniques and are able to fly. When a silver fish is not being aggressive, it is said to grant wishes, just like its larger cousin, The Golden Fish (one wish per day). Any wishes made, however, all come to ruin.
You might be able to obtain a fish model of about warrior size somewhere, else you could make one out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Silver Fish
Phil
5065-8883-22500


ENEMY`'S WS    12345678910

Water Creature : Silver Fish2333444444



Special Rules (Water Creature : Silver Fish) : Fly. Freezing Glare 1D2. Olhydra Magic 1. Terror 10.



FREEZING GLARE n

A creature with this ability may freeze opponents with its stare. On a six to hit while attacking the target is paralysed for n turns.


OLHYDRA SPELLS

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

1

Failure.

2-3    

Healing Rain… 
All monsters regain 1D6 wounds.

4-5

Summon 1D3 silver fish.

6

Flood… 
An area of 4 by 4 square inches is flooded. All Warriors in that area are counted as being in water, and are at -1 WS. All Water Elementals in that area are at normal movement. All Fire Elementals in that area are extinguished and die.

 

Syren

At sea, syrens appear in their natural form, women composed of water, but on the shores, where they look for victims, they appear as beautiful women. Many men are lured into the sea where they are drowned and eaten.
Any female model will do as representation for a syren.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Syren
Phil
502/6*66+7565-42520

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Syren2333344444



Special Rules (Water Creature : Syren) : Lure.



LURE

Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).

 

Tentacle

Small creatures, tentacles have four main limbs, each with a claw attached, and a long neck, on top of which is their small head and another large claw. Never venturing far from water, tentacles are timid creatures that could be fought off by a small band of warriors with ease. However, should they attack in numbers, which they very well might near their watery homes, then they may prove more worthy opponents, their clawed appendages able to hit their foes with great force.
Tentacles could be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Tentacle
Phil
203/6*4-41/2*21-2120

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Tentacle2334444455



Special Rules (Water Creature : Tentacle) : None.


 

Warning Statue

These giant, animated statues cannot be killed by normal means, which makes them doubly as annoying when they cry out warnings to adventurers of the dangers ahead, alerting rather more nasty foes to their presence.
Any rock, standing stone or statue could be used to represent a warning statue.


NameWMWSBSSTIAArmDamGold (Each)
Warning Statue
Phil
Sp0----1--- No gold for killing this creature, although it must take at least a bit of brain power to think of casting a stone spell on it, so you might want to award some experience points if you're a GM.


ENEMY`'S WS    12345678910

Warning Statue----------



Special Rules (Warning Statue) : Warning Statue Death. Warning!.



WARNING STATUE DEATH

A warning statue can only be killed by being turned back into plain stone (say, by the wizard spell 'Transmute'). Since a warning statue has no way to block a hit, Transmute will always work if it is cast on this creature.


WARNING!

Creatures that cry out warnings to the adventurers are likely to attract monsters. Every power phase, consult this table:
Number Of Creatures With This Ability In The Same Room(s) As The Warriors: Unexpected Events Happen On A Roll Of…

1

1, 2

2

1, 2, 3

3

1, 2, 3, 4

4+

1, 2, 3, 4, 5

Note that the wizard loses no power if an Unexpected Event happens on a roll of 2+ (as would usually happen [and still does happen] on a roll of 1).

 

Yu Lung

Yu lung are the oriental carp dragons. They have a dragon’s head and forearms and a large fishes tail and body. They are rarely found on land.
Create a head out of green stuff to represent this submerged dragon.


NameWMWSBSSTIAArmDamGold (Each)
Water Creature : Yu Lung
Phil
704/12*6-7553-52500

*Swimming (N.B. If a monster only has a swimming movement, it cannot leave the water at any time).

ENEMY`'S WS    12345678910

Water Creature : Yu Lung2333344444



Special Rules (Water Creature : Yu Lung) : Large Monster. Terror 9.


Annexe : MAGIC