Warhammer Quest : The Bestiary

Monsters

In the deep, labyrinthine tunnels and halls that stretch below the mountains of the Warhammer World, there are many evil creatures lurking in the darkness. Some are small and malicious, their evil hearts set on spiteful evils. Others are raging beasts of such immense power and fury that they strike terror into the hearts of those who behold them.

314 monsters

 

Aarakocra

These bird-men live high in the mountains. They are civilised beings, but rarely speak with humans due to their pride and arrogance.
Bird-men can be made out of human models with wings and a beak made of green stuff.

Aarakocra
These are the villagers of the aarakocra villages. They often battle in large flocks, but even then they are of little use for fighting.
Crest
Crests are the lords of the aarakocra. They are crowned with huge, red, feathery crests, and this is where they get their name. Crests do not hunt. Instead, they devote their lives to serving their king and their gods. The crests are the parliament of bird-man society, and make all the major decisions.
Dire Corby
Dire corbies were an entire race apart from the aarakocra, but when they lost their minds the aarakocra took them 'under their wing' (excuse the pun) and they were soon an intricate part of aarakocra society. Many of them now fight alongside the warbirds, crying, in their own rudimentary language, "Doom! Doom!" as the run into battle (for they lost their power of flight long ago).
Kenku
The kenku are birdmen adept at magic, which is somewhat rare among the aarakocra. They are few and far apart, and even those that exist rarely do anything.
Warbird
These bird-men are the warriors. They hunt and ward off predators. Again, they are skilled and agile, but lack in strength.
Wingblade
Wingblades scout for the other bird-men. They are very agile, but poor fighters. Their flight makes them better than any human scouts.

NameWMWSBSSTIAArmDamGold (Each)
Aarakocra
Phil
5646+2251-125
Wingblade
Phil
15655+3352-1150
Kenku
Phil
20655+2272-1470
Warbird
Phil
35664+43(4)5312550
Dire Corby
Phil
20446+64(5)2213850
Crest
Phil
40664+54(5)64132290


ENEMY`'S WS    12345678910

Aarakocra2334444455
Crest2333344444
Dire Corby2334444455
Kenku2333444444
Warbird2333344444
Wingblade2333444444



Special Rules (Aarakocra) : Fly.

Special Rules (Crest) : Fly. Magic Resistance 6+.

Special Rules (Dire Corby) : None.

Special Rules (Kenku) : Birdman Magic 1. Fly. Magic Resistance 5+.

Special Rules (Warbird) : Fly.

Special Rules (Wingblade) : Fly.


 

Adherer

The adherer appears, at first sight, as an ordinary mummy, for the folds in its dirty white skin resemble bandages. Unfortunately, its power is far beyond that of an entombed warrior, for it is constantly excreting a sticky substance, not unlike glue from between its skin folds, and few warriors realise this until it is too late.
Use a mummy to represent an adherer.


NameWMWSBSSTIAArmDamGold (Each)
Adherer
Phil
5044-7531-5860


ENEMY`'S WS    12345678910

Adherer2334444455



Special Rules (Adherer) : Fear 8. Glue. Spider-friend.



GLUE

Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack


SPIDER-FRIEND

Adherers find spiders are very pleasant company, and, thus, will not attack them. Instead they will plan how to find and trap prey with their spider friends. If the warriors are accompanied by a spider (unlikely, I know... but still) then an adherer will befriend them... or at least not attack them. Adherers rarely speak the common tongue, and can usually only communicate with spiders and other adherers.

 

Albadian Battle Dog

Not the most attractive of beasts, the Albadian battle dog is a vicious opponent. The warriors may encounter battle dogs wild or trained.
Any dog model would do, but the shaggier it looks, the better.


NameWMWSBSSTIAArmDamGold (Each)
Albadian Battle Dog
Phil
652-2451-1110


ENEMY`'S WS    12345678910

Albadian Battle Dog3444556666



Special Rules (Albadian Battle Dog) : Dodge 6+. Lockjaw (6+). Loose Skinned.



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.


LOOSE SKINNED

Some beasts have huge folds of flabby skin which protect the muscles of their bodies. Any attacks on such creatures with sharp weapons (i.e. swords, axes, spears, etc. and not hammers, maces, flails, etc.) cause half damage only (rounding up).

 

Amalthean Ram

The milk of the Amalthean ewe is said to have incredible healing powers, and it is this, combined with extreme magical forces, that allows the ram of the species to become so strong. The ram is fiercely territorial, and will always protect the ewe it has chosen as its life mate unless it is obvious that all is lost. The ewe will do the same for her lambs. It is difficult to tame a ewe, and even more difficult to tame the fierce ram, but is has been done.
Erm… I suppose you could obtain a ram model from a farmyard kit…


NameWMWSBSSTIAArmDamGold (Each)
Amalthean Ram
Phil
5665-5643-21250


ENEMY`'S WS    12345678910

Amalthean Ram2333444444



Special Rules (Amalthean Ram) : Charge!. Immunity (Poison, Disease). Regenerate 1.



CHARGE!

Some creatures can charge at the enemy, causing extra damage. If a creature with this ability moves in a straight line before attacking a warrior, then its first attack (if it hits) will cause +1 DD for every square it moved (within the straight line). For example, a ram moves one square forward, one to the side and then two forward, and then stops to attack a warrior - its first attack (if it hits) will wound with +2 DD (+1 for each of the two squares it moved in a straight line before attacking). If the ram had moved one to the side, and then three forward, its first attack would have wounded with +3 DD.


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)).

 

Asaatthi

The asaatthi are a crocodilian species of fighter-magic-users, usually a deep green colour, but sometimes any colour between that and light brown. They can also have patches of red, yellow or blue on their bodies. They dress in loose robes bearing the design of their particular clan, and live in harsh terrain, such as swamps or deserts. They hate all of the major races, and use their intelligence and cunning to lead purposeful raids to totally destroy settlements. They never attack without planning ahead, unless it is in defence. The asaatthi have a thirst for knowledge, believing that the more they learn, the easier it will become to destroy all other mainstream humanoid society.
A saurus model can represent an asaatth, although they are supposed to have slightly longer necks and slightly more slender bodies than sauruses.


NameWMWSBSSTIAArmDamGold (Each)
Asaatth Scout
Phil
15436+34(5)4211180
Asaatth Warrior
Phil
30445+44(5)4212480
Asaatth Warrior-Wizard
Phil
35445+44(5)5212640
Asaatth Clanmaster
Phil
40453+55(6)63121000


ENEMY`'S WS    12345678910

Asaatth Clanmaster2333444444
Asaatth Scout2344445556
Asaatth Warrior2334444455
Asaatth Warrior-Wizard2334444455



Special Rules (Asaatth Clanmaster) : Asaatthi Magic 2. Hate Major Races*. Poison.

Special Rules (Asaatth Scout) : Hate Major Races*. Poison.

Special Rules (Asaatth Warrior) : Hate Major Races*. Poison.

Special Rules (Asaatth Warrior-Wizard) : Asaatthi Magic 1. Hate Major Races*. Poison.

*Humans, Dwarves, Elves, Orcs, Lizardmen (Chaos is a religion, not a race; Undead are too varied to be 'major'; and Halflings and others are not major races unless the GM specifies that they are).

 

Assassin Bug

Assassin bugs have blue-grey bodies with four limbs (feet and hands - three digits), which are the colour of human skin, and four silvery-blue, translucent wings. They are rarely seen except during their mating season (one day in every two months) when they search out humans, demi-humans and humanoids to implant their eggs in.
I think you would have to convert a human model to represent an assassin bug.


NameWMWSBSSTIAArmDamGold (Each)
Assassin Bug
Phil
3063-5512-31360


ENEMY`'S WS    12345678910

Assassin Bug2344445556



Special Rules (Assassin Bug) : Fly. Implant.



IMPLANT

Assassin bugs are always in groups of two or more ~ one male, the rest female. Once a warrior is hit, one of the females will swoop down and implant her egg in the wound. The female will then lose 15 wounds as a result of the deposit. A warrior may have any amount of eggs implanted in him at any time, but it should be noted that each female only carries one egg. The GM should record the warriors who have eggs implanted inside them (the warriors should have no idea), and then, once the combat with the assassin bugs is over, he should roll 1D6 for every egg in an egg-bearing warrior every turn. When a six is rolled for one of the eggs the egg has hatched and 1D3 assassin bugs will spring out (causing 1 wound (no modifications) on the 'mother warrior' each).

 

Babbler

Babblers resemble large dinosaur-looking creatures, which are of a dirty yellow colour, and a dull grey on the underside of their bodies.
A dinosaur model would probably work best as a babbler.


NameWMWSBSSTIAArmDamGold (Each)
Babbler
Phil
8544-8735-64540


ENEMY`'S WS    12345678910

Babbler2334444455



Special Rules (Babbler) : Large Monster. Terror 11.


 

Beak

The beaks were once an intelligent race, but as time passed they lost interest in their achievements and, since they had nothing else to do, slept for centuries. When they were finally woken they had lost most of their former intelligence, and had become irritable and easily tired. They could also exhale sleep dust. They appear as lizardmen with orange, bird-like beaks, and are often found sleeping in dark, concealed places, such as dungeon chests.
Convert a lizard with green stuff to represent a beak.


NameWMWSBSSTIAArmDamGold (Each)
Beak
Phil
35236+7632-41260


ENEMY`'S WS    12345678910

Beak2344445556



Special Rules (Beak) : Sleep Dust (4+).



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.

 

Berbalang

Berbalangs are often found hiding in the bat hives. They are intelligent creatures that hunt with the darkbats for food. They resemble humans with leathery skin and bat-like wings. Regardless of their bat-men-like appearance they are not real lepidoptera, although they might explain the cunning and intelligence of the other bats. Sometimes lepidoptera regard the berbalangs as the emperors of their hives.
The berbalang would probably look best as a human-bat conversion, or maybe a harpy painted in dark colours.


NameWMWSBSSTIAArmDamGold (Each)
Berbalang
Phil
75674+6595-44520


ENEMY`'S WS    12345678910

Berbalang2333334444



Special Rules (Berbalang) : Fly.


 

Berserker Wasp Swarm

A typical swarm of berserker wasps consists of twenty-five of the small insects, although this is only the fewest number they travel in, and there can be hundreds in one particular swarm when they are breeding and stationary. They do not build hives, but instead the queens lay their eggs in large beasts (or maybe even a humanoid, if it is unable to escape the swarm before dying from their poison) killed by the workers, allowing for a first easy meal for their children. The wasps can recognise the smell of blood, and therefore prey mostly on creatures that are already wounded. They are dormant during winter, and never leave a host until it is no more than a skeleton.
A swarm of berserker wasps is too small to represent on the board.


NameWMWSBSSTIAArmDamGold (Each)
Berserker Wasp Swarm
Phil
2566-6325-1670


ENEMY`'S WS    12345678910

Berserker Wasp Swarm2333344444



Special Rules (Berserker Wasp Swarm) : Sting (5D6). Weakness (Cold).



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).

 

Black Garbug

Garbugs resemble winged lobsters, but black garbugs have no claws. They are a glossy black, and attack mainly with their long proboscis.
You might be able to obtain garbug models, but otherwise you’ll need to make them out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Black Garbug
Phil
2065-5627-1650


ENEMY`'S WS    12345678910

Black Garbug2333444444



Special Rules (Black Garbug) : Fly. Paralysis. Sting (3D6).


 

Blade Hood

Like most snakes, the blade hood swallows its prey whole, but unlike most snakes it will eat food that is not freshly killed. A blade hood does not have poisonous fangs, but can constrict its prey to death, and has several sharp spines on its back that it can use to wound potential food. It will often use these spines to make preliminary attacks on its prey, and then attempt to constrict if the prey does not put up much of a fight.
Any snake model would do.


NameWMWSBSSTIAArmDamGold (Each)
Blade Hood
Phil
2045-4332-1270


ENEMY`'S WS    12345678910

Blade Hood2333444444



Special Rules (Blade Hood) : Constrict.



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.

 

Blight Wolf

A blight wolf only actually has the head of a wolf - the rest of it is covered in black scales. Its feet have large talons, and it has two bat-like wings on its back. It will attack goodly creatures with wild abandon, and often chooses to fly into combat, swooping down from the skies.
You would have use green stuff to adapt a large wolf model to have wings and scales if you wanted an accurate representation of a blight wolf on the board.


NameWMWSBSSTIAArmDamGold (Each)
Blight Wolf
Phil
489/6*5-6492-3650

*Flying.

ENEMY`'S WS    12345678910

Blight Wolf2333444444



Special Rules (Blight Wolf) : Fear 10. Frenzy 6+. Poison.


 

Blindheim

Blindheim resemble yellow coloured frog-men that have eyes that shine with a blindingly bright light. They use this bright, burning light to burn or blind their foes. They only attack when disturbed from rest.
Use a skink with bright yellow eyes to represent a blindheim.


NameWMWSBSSTIAArmDamGold (Each)
Blindheim
Phil
7548*3+7323-42540

*Its real WS is 3, but warriors must avoid its blinding eyes.

ENEMY`'S WS    12345678910




Special Rules (Blindheim) : Attacks with Ballistic Skill. Terror 9.


 

Bloodmare

A bloodmare appears much like an ordinary horse, only it has extremely sharp hooves and teeth, blood-red eyes and a black coat that reflects no light. They were bred to eat other horses and they attack at night unless they happen across a particularly easy meal during day time. A bloodmare will not attack humanoids unless cornered. Although they were originally bred to be warhorses, they now roam free, and are extremely difficult to train.
Any horse model with red eyes and a black coat.


NameWMWSBSSTIAArmDamGold (Each)
Bloodmare
Phil
60246-6333-21730


ENEMY`'S WS    12345678910

Bloodmare2333344444



Special Rules (Bloodmare) : None.


 

Bloodworm

About once a week, when they are hungry, the bloodworms leave their dank, watery homes and search for food. Should a hapless warrior happen to meet one of these foul, twenty foot long, green and brown, leech-like worm then his fate is uncertain, for the worm is sure to suck him dry.
A bloodworm can be made out of green stuff if a leech model cannot be found.


NameWMWSBSSTIAArmDamGold (Each)
Bloodworm
Phil
4062-7411-84550


ENEMY`'S WS    12345678910

Bloodworm3444556666



Special Rules (Bloodworm) : Ambush 2+. Drain Attack. Large Monster. Weakness (Fire).



DRAIN ATTACK

Bloodworms only have one attack, and they are likely to miss frequently. However, their suckered mouths allow them to attach themselves to a victim, meaning that they needn't try and hit a warrior more than once. Only three things will make bloodworms release a warrior. 1) If the warrior dies. 2) If the bloodworm dies. 3) If hit by fire. The first hit, when the mouth is attached, causes only half damage.


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).

 

Bone Lord

Although many think they are undead creatures created from incomplete skeletons, bone lords are actually colonies of small creatures that use the bones of their prey to form a ‘body’ with which they can move about and attack with greater ease. The colony has a basic intelligence, just as a CIFAL or algoid colony does, and it knows how best to hunt for fresh blood to sustain itself. It will alter its shape, depending on its terrain and whatever is to its advantage (e.g. it may become very compact to hide in a hole in the wall).
A skeleton would suffice as a bone lord model, although the more ‘random’ the bone lord looks, the better - the leftovers from skeleton sprews are bound to come in handy here.


NameWMWSBSSTIAArmDamGold (Each)
Bone Lord
Phil
48656+5414-21710


ENEMY`'S WS    12345678910

Bone Lord2333444444



Special Rules (Bone Lord) : Bonus vs. Sharp Weapons. Immunity (Polymorphing*). Resistance (Cold).

*i.e. it can’t be changed into a rabbit or turned to stone, etc.


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)).


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)).

 

Bonesnapper

Bonesnappers are human-sized, dinosaur-looking creatures with a huge jaw decorated with a lot of yellow-white teeth. It has poor eyesight due to its tiny red eyes. Its skin is a grey-green colour with dark grey patches.
Use a converted saurus model to represent a bonesnapper.


NameWMWSBSSTIAArmDamGold (Each)
Bonesnapper
Phil
8043-8624-53530


ENEMY`'S WS    12345678910

Bonesnapper2344445556



Special Rules (Bonesnapper) : Terror 10.


 

Booka

The booka, standing at one foot tall with wings and large features, are almost like normal sprites, but are much more secluded. They rarely come into contact with the outside world, unless someone disturbs their home, in which case they move. They rarely attack, but if they do they do it in swarms and will only do it if one of their kind is harmed or if an evil creature passes by (such as the chaos warrior).
Booka should probably be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Booka
Phil
14852+2391-130


ENEMY`'S WS    12345678910

Booka2333444444



Special Rules (Booka) : Fly. Impish Tricks. Magic Resistance 6+.



IMPLANT

Assassin bugs are always in groups of two or more ~ one male, the rest female. Once a warrior is hit, one of the females will swoop down and implant her egg in the wound. The female will then lose 15 wounds as a result of the deposit. A warrior may have any amount of eggs implanted in him at any time, but it should be noted that each female only carries one egg. The GM should record the warriors who have eggs implanted inside them (the warriors should have no idea), and then, once the combat with the assassin bugs is over, he should roll 1D6 for every egg in an egg-bearing warrior every turn. When a six is rolled for one of the eggs the egg has hatched and 1D3 assassin bugs will spring out (causing 1 wound (no modifications) on the 'mother warrior' each).

 

Brewer Gnome

Not actually gnomes, but three-foot tall, pixie-like creatures with no wings, brewer gnomes spend their time collecting leaves from all kinds of plants to concoct strange, and often totally random, potions. Their potions can be anything from beneficial to lethal, but they are always alcoholic. Brewer gnomes will happily trade with anyone who can last the first few drinks at the trading table, but will not sell their drinks except for extremely high prices. They are particularly interested in obtaining new ingredients to add to their brews. They co-operate freely with larger creatures that can lift heavy carts and deter thieves, and it is not unusual to find a drunken troll or ogre among their numbers. They will not attack unless they stand to lose almost all of their drinks.
Any hobbit or gnome model, painted with brightly coloured clothes, would serve as a brewer gnome.


NameWMWSBSSTIAArmDamGold (Each)
Brewer Gnome
Phil
6236+3331-150 plus one potion


ENEMY`'S WS    12345678910

Brewer Gnome2344445556



Special Rules (Brewer Gnome) : Brewer Gnome Potions. Faerie Magic 1.



BREWER GNOME POTIONS

Before attacking, a brewer gnome will drink one of its potions. It will do this at the beginning of every Monsters' Phase in which it attacks, and each time it does it will lose one point of WS. Once it reaches 0 WS (i.e. on the fourth turn into a battle) it must check to see whether it is going to pass out (which it will on a roll of 6+ on 1D6). If it passes out, it is helpless, but otherwise, it may continue to drink and cast spells (but not attack by hand) until the next Monsters' Phase, when it must check again, at -1. The next time it checks, it is at -2, then -3, etc. This may continue until it is rolling at -6, at which point it must pass out. Every time it drinks a potion, roll on the following table to determine what happens:

2 Lethal…
The gnome dies.
3 Charmed…
The gnome falls in love with the creature nearest it (if there are two or more creatures the same distance away, then the creature which is most directly in front of it… if you still cannot decide, then whatever creature is the most attractive to it… JUST CHOOSE ONE!!). It gains the 'Hate' ability on any creature that attempts to harm its 'love' and will protect him/her with its life. The affects last until it next passes out.
4 Too strong…
The gnome passes out automatically - no save allowed.
5 Feels sick…
The gnome suddenly feels incredibly ill, and remains motionless and inactive this turn while its head swims.
6 Dazed…
The gnome wanders off in a random direction (on 1D6: 1 = left, 2-3 = forward, 4-5 = backwards, 6 = right) and attacks whatever it bumps into first (so, maybe a warrior, maybe another gnome, maybe a wall…).
7 No effect.
8 Strengthened…
The gnome gains +1 strength until the end of the combat.
9 Toughened…
The gnome gains +1 toughness until the end of the combat.
10 Boosted…
The gnome gains +1 strength and +1 toughness until the end of the combat.
11 Frenzied…
The gnome becomes frenzied until the end of the combat.
12 Belch fire…
The gnome gains the 'Breathe Fire 1' ability until the end of the combat. If it drinks a second potion of this type, it spontaneously combusts, and dies.

A brewer gnome that passes out remains so for as many turns as drinks it had, after which it will drink a special potion to cure its hangover. After a combat, if it is still alive, the brewer gnome will either curl up and go to sleep, or keep drinking until it passes out anyway.
Upon killing a brewer gnome, a warrior will gain one of its potions. This potion cannot be sold, but may be drunk during battle. Roll for affects upon drinking on the table above.

 

Bugpiper

These strange and small bugs make loud ‘toot’ sounds that, apparently, attracts other bugs. If they are found, which is unusual, they are usually accompanied by many other bugs, worms, beetles and flies who are hypnotised by the hooting.
A bugpiper should be made out of green stuff unless a beetle model can be found.


NameWMWSBSSTIAArmDamGold (Each)
Bugpiper
Phil
252-2131-120


ENEMY`'S WS    12345678910

Bugpiper3444556666



Special Rules (Bugpiper) : Toot.



TOOT

The bugpiper is always making continual 'toot toot' noises, which, while the other bugs love it, can be very irritating to your average warrior. While a bugpiper is present, all warriors in the same room are at -1 to hit. If there are two bugpipers, then -2 to hit. If three or more, -3 to hit.

 

Bull Centaurs

Bull Centaurs are Creatures of Chaos: beings with the upper torso of a ChaosDwarf and the body of a ferocious bull. They are keen-witted creatures and powerful fighters.

NameWMWSBSSTIAArmDamGold (Each)
Bull Centaur
Roleplay book
12844+44(6)3221D6 / 2D6 (5+)410
Bull Centaur Champion
Roleplay book
23853+54(6)4322D61060
Bull Centaur Hero
Roleplay book
32862+55(8)5433D6 / 4D6 (5+)2320
Bull Centaur Lord
Roleplay book
42871+55(8)6534D6 / 5D6 (5+)3680


ENEMY`'S WS    12345678910

Bull Centaur2334444455
Bull Centaur Champion2333444444
Bull Centaur Hero2333344444
Bull Centaur Lord2333334444



Special Rules (Bull Centaur) : Fear 5. Magic Resistance 6+.

Special Rules (Bull Centaur Champion) : Fear. Fear 7. Magic Armour. Magic Item. Magic Weapon.

Special Rules (Bull Centaur Hero) : 2 x Magic Item. Fear. Fear 7. Magic Armour. Magic Weapon.

Special Rules (Bull Centaur Lord) : 3 x Magic Item. Faerie Magic 3. Fear 7. Magic Armour. Magic Weapon.


 

Buzzing Thing

These wasps are huge. There were originally named by the farmer who uncovered the very first recorded nest. The farmer was stung, but somehow survived! He later said “Us farmers are made of stronger stuff than you give us credit for!” and then drowned three minutes later after falling in a bucket of pigswill.
Unless a wasp model can be found, you my want to make buzzing things out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Buzzing Thing
Phil
30682+6444-33480


ENEMY`'S WS    12345678910

Buzzing Thing2233333444



Special Rules (Buzzing Thing) : Attacks with Ballistic Skill. Fly. Sting (3D6).


 

Caterwaul

Caterwauls are like lions without manes. Their strength also surpasses that of any normal cat-creature, other than actual cat-men. Evil sorcerers often use them as pets.
Use a lioness model to represent a caterwaul.


NameWMWSBSSTIAArmDamGold (Each)
Caterwaul
Phil
45124-6534-42510


ENEMY`'S WS    12345678910

Caterwaul2334444455



Special Rules (Caterwaul) : Terror 9.


 

Cathedral Beetle

Using acid to attack the most-resistant of its prey, the cathedral beetle, so-named because of the arch-like patterns on its shell, is nine feet long, covered in large spines and highly adaptable - it can live in virtually any terrain and can eat virtually anything organic.
Actually, you could use a dead cockroach if you can find one.


NameWMWSBSSTIAArmDamGold (Each)
Cathedral Beetle
Phil
304/3*4-6322-2450

* Flying.

ENEMY`'S WS    12345678910

Cathedral Beetle2334444455



Special Rules (Cathedral Beetle) : Fear 7. Fly. Large Monster. Vomit.


 

Cave Slug

These slow and thick-skinned creatures wander around dark dungeons feeding upon the remains of dead adventurers. They are pathetically weak, and only formidable opponents to dead goblins.
A cave slug should be made out of green stuff unless a slug model can be found.


NameWMWSBSSTIAArmDamGold (Each)
Cave Slug
Phil
232-3411-150


ENEMY`'S WS    12345678910

Cave Slug3444556666



Special Rules (Cave Slug) : None.


 

Cave Squigs

Part fungus and part flesh, these strange ferocious creatures are almost all teeth, easily able to take a man's leg off with a single bite.

NameWMWSBSSTIAArmDamGold (Each)
Trained Cave Squig
Roleplay book
3Special4-5352-1D6200
Wild Cave Squig
Roleplay book
3Special4-5352-1D6200


ENEMY`'S WS    12345678910

Trained Cave Squig2334444455
Wild Cave Squig2334444455



Special Rules (Trained Cave Squig) : Never Pinned.

Special Rules (Wild Cave Squig) : Never Pinned. Wild Squig Attack.



WILD SQUIG ATTACK

At the start of the phase during which they appear, and each Monsters' Phase thereafter, roll 1D6 for each wild Squig. On a score of 1 the Squig falls asleep and does nothing this turn. On a score of 2, 3 or 4 it immediately attacks one of the Warriors. Draw a Warrior counter to see which Warrior is attacked. On a score of 5 or 6 the Squig bounds off and immediately attacks the nearest Monster. If there is more than one potential target use a dice to determine which Monster is attacked.

 

Celestian

Cloud giants, celestians are made entirely of billowy mists. Celestians are actually quite weak for giants - it is believed that they have been punished by the gods for past wrongs - but their command of the winds makes them difficult to hit, or even reach at times.

NameWMWSBSSTIAArmDamGold (Each)
Celestian
Phil
275*55+4333-2480

*Flying.

ENEMY`'S WS    12345678910

Celestian2333444444



Special Rules (Celestian) : Command Winds 1. Ethereal 1. Fear 10. Fly. Immunity (Polymorph**, Poison, Paralysis, Lightning). Large Monster. Weakness (Holy).

**i.e. It cannot be changed into a rabbit or turned to stone.


COMMAND WINDS n

Some druidic and supernatural creatures can command the winds, stirring up huge gales when they are under attack. Anyone in the same room as one of these creatures is at -n to hit and suffers a penalty of (n+1) subtracted from their movement.


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)).


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).

 

Centaurs

I am not talking of the great, big, horrible chaotic creatures when I say 'centaur' here. I speak of the calm, civilised and, to some, friendly centaurs that live in the same forests as elves and rangers, only forgotten by most in the world because their pride, arrogance and hatred of those who spoil their homes keeps them isolated.
Converting human and horse models can make centaurs.

Bow-horse
Some centaurs, mainly those who are too small to wield lances and spears, train to use bows. Once their skill has been proved in many battles, they are given a crossbow and become snipers.
Centaurian
The centaurians guard the centaur villages, and are skilled with the throwing spear. They hunt for food with these spears as well as ward off enemies.
Equus
The equus are the lords of the centaur settlements. There are only ever three at one time in any one village, and once one dies, a paladin takes over.
Knight-horse
Most centaurs are knights, hoping that one day they will become the greatly respected paladins. Knights use throwing spears, because they are too weak to get into close combat.
Paladin-horse
Paladins are the most respected of all the centaurs, and they wield lances, because they wish to get into close combat, to feel the tension of battle.
Sniper-horse
Snipers stand back from a distance and shoot at invaders. Their crossbows give them the most superior range of the centaurs.
Warhorse
As the name suggests, these centaurs are always ready for battle. Unlike the guards, they carry huge lances, which can skewer almost any foe.

NameWMWSBSSTIAArmDamGold (Each)
Centaurian
Phil
15644+4342-160
Warhorse
Phil
20655+53(4)4212250
Bow-horse
Phil
35643+53(4)5213790
Knight-horse
Phil
30663+64(5)5312800
Paladin-horse
Phil
40673+75(7)53231200
Sniper-horse
Phil
40652+64(5)53142160
Equus
Phil
50682+86(9)64343480


ENEMY`'S WS    12345678910

Bow-horse2334444455
Centaurian2334444455
Equus2233333444
Knight-horse2333344444
Paladin-horse2333334444
Sniper-horse2333444444
Warhorse2333444444



Special Rules (Bow-horse) : Armed with short bows (range 4).

Special Rules (Centaurian) : Armed with Throwing Spears (can attack from 2 squares away, against BS).

Special Rules (Equus) : Armed with Throwing Spears (can attack from 2 squares away, against BS).

Special Rules (Knight-horse) : Armed with Throwing Spears (can attack from 2 squares away, against BS).

Special Rules (Paladin-horse) : None.

Special Rules (Sniper-horse) : Food = Wounds.

Special Rules (Warhorse) : None.



FOOD = WOUNDS

For every victim the enveloper has eaten he gains 20 wounds permanently (up to 120). Each enveloper starts its life with 20 wounds. When the warriors meet an enveloper it will have eaten (half the dungeon level (rounding up)) victims.

 

Centaurs

More often found on the plains of the Northern Wastes, the brutish Chaos Centaurs sometimes descend into the ancient Dwarf Holds along with Beastmen and Chaos Warriors in search of treasure. Their vicious tempers can only be sated by deeds of the most bloodthirsty nature.

NameWMWSBSSTIAArmDamGold (Each)
Centaur
Roleplay book
12833+4332-2D6300
Centaur Champion
Roleplay book
27842+53(5)4322D6 / 3D6 (5+)1000
Centaur Hero
Roleplay book
40851+54(8)5443D62200


ENEMY`'S WS    12345678910

Centaur2344445556
Centaur Champion2334444455
Centaur Hero2333444444



Special Rules (Centaur) : Armed with Bow (Str 4). Fear 4.

Special Rules (Centaur Champion) : Armed with Bow (Str 7). Fear 8. Magic Armour. Magic Weapon.

Special Rules (Centaur Hero) : Armed with Bow (Str 8). Fear 9. Magic Armour. Magic Item. Magic Weapon.


 

Charfiend

Charfiends are so-called because of their love of burnt meat. They are timid creatures, but will fight ferociously if cornered. They can smell burning meat from miles away, and will track the smell if they pick it up. When a charfiend is particularly hungry, it will actually start its own fires.
These creatures are small and goblinoid, only paint them black, and, if possible, use goblins that have very large and sharp teeth.


NameWMWSBSSTIAArmDamGold (Each)
Charfiend
Phil
10426+2261-160


ENEMY`'S WS    12345678910

Charfiend3444556666



Special Rules (Charfiend) : Break. Immunity (Fire). Magic Dispel 5+. Musk.



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)).


MUSK

Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.

 

Chimera

The Chimera is a huge and vicious monster, one of the most fearsome that stalks the Old World. This ferocious creature has three bestial heads: a lion's head, a fierce ram's head, and a dragon’s head. Its hulking body is powerful and quick and its claws are long and sharp. The Chimera also has a lashing tail which is barbed with venomous stings.

NameWMWSBSSTIAArmDamGold (Each)
Chimera
Roleplay book
6064-76(9)4333D6 / 4D6 (5+)2500


ENEMY`'S WS    12345678910

Chimera2334444455



Special Rules (Chimera) : Breathe Fire 4 (Ambush A). Ignore Blows 5+. Ignore Pain 7. Large Monster. Sting (3D6). Terror 11.


 

Cloud Giant

Cloud giants are rumoured to be made of the very clouds themselves, for their grey-white colouring and hazy appearance suggests this.
A giant model painted in a theme of grey and white will represent a cloud giant.


NameWMWSBSSTIAArmDamGold (Each)
Cloud Giant
Phil
50862+65(6)55143520


ENEMY`'S WS    12345678910

Cloud Giant2333344444



Special Rules (Cloud Giant) : Dodge 5+. Large Monster. Terror 10.


 

Cockatrice

The Cockatrice is a fearsome creature whose squat, strong body is covered with scales and feathers. Powerful leathery wings propel it through the sky, from where it swoops down upon its enemy and rends them apart turning them to stone. This weird ability makes it very difficult with its sharp claws. The Cockatrice's head has a fierce beak and is covered with ugly red wattles, which make it look both bizarre and frightening. The Cockatrice can petrify its foes with its magical gaze, literally to fight.

NameWMWSBSSTIAArmDamGold (Each)
Cockatrice
Roleplay book
2643-4443-3D6 / 4D6 (5+)1500


ENEMY`'S WS    12345678910

Cockatrice2344445556



Special Rules (Cockatrice) : Fear 10. Fear 13. Fly.


 

Common Sprite

The common sprite is only a few inches tall, and on its own it is harmless. However, should a swarm of them attack a party of warriors then may the gods have mercy on their souls.
You may not want to represent these creatures on the battlefield, as they will be very small.


NameWMWSBSSTIAArmDamGold (Each)
Common Sprite
Phil
1616+1131-112


ENEMY`'S WS    12345678910

Common Sprite4456666666



Special Rules (Common Sprite) : Fly. Gang Up.


 

Coreanic Steed

Descendants of a cleric of the god Corean (from the Swords and Sorcery world, the ‘Scarred Lands’) who was transformed into a horse for failing to serve his fellow man and becoming proud and foolish, these white horses are loyal to their clerical masters and incredibly holy animals - they can detect evil and lies for ten minutes each day.
Any horse model would do.


NameWMWSBSSTIAArmDamGold (Each)
Coreanic Steed
Phil
2563-4331-2150


ENEMY`'S WS    12345678910

Coreanic Steed2344445556



Special Rules (Coreanic Steed) : Immunity (Charm).



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)).

 

Crescent Elk

A crescent elk may be a simple herd animal, but it is dangerous when cornered, putting up a particularly good fight if defending its calves. They may not be good quality food, but they make good mounts, if they can be trained to accept a rider (they are remarkably picky about whom they let on their back).
I hate having to find suggestions for animals - it’s virtually impossible! My only thought is that you might be able to steal an elk-creature from a child’s playset.


NameWMWSBSSTIAArmDamGold (Each)
Crescent Elk
Phil
1273-2331-160


ENEMY`'S WS    12345678910

Crescent Elk2344445556



Special Rules (Crescent Elk) : None.


 

Dark Creepers

The dark creepers' real race name is not known, as their language is incomprehensible to linguists. They are strange, strange people, who resemble dark gnomes more than any other known race, but if some vocal contact could be made with the race then a lot more could be learned.
Dwarf models would do best as dark creepers, if painted black and grey.

Dark Creeper
Dark creepers operate in three main ways. Firstly, as rogues, mugging old gentlemen and terrorising young ladies. Secondly, as thieves, picking pockets and holding people at knife point. Finally, as assassins, leaping from the shadows and killing their victims without so much as a "Hi! Pleased to meet you! Your money and your life!".
Dark Stalker
The dark stalkers are usually a bit taller than the other creepers, and as a result of this, they seem to gain power easily.

NameWMWSBSSTIAArmDamGold (Each)
Dark Creeper
Phil
25555+54(5)4313 1 Treasure Card each (In addition to any treasure you may gain from the encounter.)
Dark Stalker
Phil
40564+64(5)4413 1 Treasure Card each (In addition to any treasure you may gain from the encounter.)


ENEMY`'S WS    12345678910

Dark Creeper2333444444
Dark Stalker2333344444



Special Rules (Dark Creeper) : Ambush 3+. Flaming Death.

Special Rules (Dark Stalker) : Ambush 2+. Flaming Death.



FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).

 

Denzelian

The denzelian is about 10 feet by 10 feet in area, but only about 3 inches thick. It resembles a rock and issues a foul smell, so it is rarely bothered. It is also indigestible, so no beast would hunt it for food. The denzelian itself only lives on rock, and usually burrows through about 1 foot of rock per week. Although they live for a long time (1000 years to be precise), their numbers dwindle, for the female only lays eggs once, and then there are only 3-8 rock-like eggs produced. Mining companies will often pay large amounts of money for a live denzelian, or, even better, an egg! However, eggs take 100 years to hatch, meaning that fresh eggs are not always the best.
Denzelians need no representation, since they resemble the dungeon floors.


NameWMWSBSSTIAArmDamGold (Each)
Denzelian
Phil
10012-8732-31480


ENEMY`'S WS    12345678910

Denzelian3444556666



Special Rules (Denzelian) : Burrow (1/4).



BURROW (n/n1)

This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.

 

Desert Falcon

Desert falcons cast no shadow on the ground below them, allowing them to sneak up on their prey most of the time.
You must be able to acquire a bird of prey model from somewhere.


NameWMWSBSSTIAArmDamGold (Each)
Desert Falcon
Phil
165/10*4-3272-1210

*Flying.

ENEMY`'S WS    12345678910

Desert Falcon2334444455



Special Rules (Desert Falcon) : Ambush, Magic 3+.


 

Devil-birds

As their name suggests, these are the birds that have certain devilish qualities. They were the product of one devil wizard’s attempt to create a devil that appeared as a normal bird and thus gain the element of surprise. As anyone who has seen the hideous birds will know, he failed. Most devil birds are fat and flightless, and some even have horns or a forked tail… but all of them have the same glint in their eye as a rabid dog has just as its about to attack.
Achaierai
Some evil wizard created the achaierai millennia ago. They bear a distant relationship to the rest of the devil-birds, but are quite different in appearance. They stand at about 15 foot tall, and walk upon four long, clawed legs. They have a spherical head-body that is topped by a magnificent feathery crest.
I suggest you use tall legs to represent this bird, ignoring the body.
Blood Rooster
These birds have begun to develop their demonic abilities. They also show signs of being callous, mean and irritable - all devilish moods.
This bird can be made out of green stuff.
Clubnek
This devil-bird is the mutated form of an ostrich, and they have strong bony beaks, and clawed feet. They have yellow beaks and their feathers come in a variety of shades of green.
This bird can be made out of green stuff.
Cokatoris
These birds are insane when faced with danger, and can take down nearly anything that may wander into their domain.
This bird can be made out of green stuff.
Graveroc
These are the master devil-birds. They are in the autumn of their life, but are far more superior to the younger devil-birds.
This bird can be made out of green stuff.
Grimfowl
These grey, flightless birds are weak, frail and the smallest of the devil-birds. They get their name from the sad moan they emit in battle.
This bird can be made out of green stuff.
Gryphon
By this stage in life, the devil-birds have developed flight, and lost a lot of weight as a result of the exercise they have gained in the freedom of movement.
This bird can be made out of green stuff.
Hook Horror
The hook horror is a tall humanoid bird-man with hooked claws for hands. Hook horrors cannot speak, but communicate with each other by clicking their exoskeletons.
Convert a human to look like this bird.
Ostrik
These deep red coloured birds attack in gaggles, but are still no match for anything stronger than a big orc.
This bird can be made out of green stuff.
Tommyhawk
These birds have a green tint to them and are a match for weaker warriors when attacking in swarms. Their sharp, axe-like beaks can cause great damage.
This bird can be made out of green stuff.

NameWMWSBSSTIAArmDamGold (Each)
Grimfowl
Phil
942-3212-150
Ostrik
Phil
1543-4312-1150
Tommyhawk
Phil
2044-4312-2250
Cokatoris
Phil
2545-5423-3840
Blood Rooster
Phil
3046-6423-42440
Gryphon
Phil
4566-6534-43550
Hook Horror
Phil
7533-8823-63570
Graveroc
Phil
5667-7635-44510
Clubnek
Phil
60128-6526-35010
Achaierai
Phil
100*8*4-10324-65760

*See special rules.

ENEMY`'S WS    12345678910

Achaierai2334444455
Blood Rooster2333344444
Clubnek2233333444
Cokatoris2333444444
Graveroc2333334444
Grimfowl3444556666
Gryphon2333344444
Hook Horror2344445556
Ostrik2344445556
Tommyhawk2334444455



Special Rules (Achaierai) : Large Monster. One Leg Too Few. Terror 15. Too Tall. Toxic Smoke Attack.

Special Rules (Blood Rooster) : Petrify.

Special Rules (Clubnek) : Fear 12.

Special Rules (Cokatoris) : None.

Special Rules (Graveroc) : Fly. Never Pinned. Petrify.

Special Rules (Grimfowl) : None.

Special Rules (Gryphon) : Fear 13. Fly.

Special Rules (Hook Horror) : Fear 10.

Special Rules (Ostrik) : None.

Special Rules (Tommyhawk) : None.



ONE LEG TOO FEW

Every time an achaierai loses a leg roll 2D6 and consult this table:

Legs left     Roll needed for the achaierai to fall over

3

11+

2

9+

1

7+

0

Automatic


TOO TALL

At first an achaierai is far too tall for even an ogre to be able to hit its soft underbelly, so the warriors must attack it's four strong legs first. Every time the achaierai loses fifteen wounds a leg has fallen off, and no amount of healing will bring those fifteen wounds back. Thus, once the achaierai has only forty wounds left it will have no legs left. For every leg that is lost, subtract 2 from the achaierai's movement.


TOXIC SMOKE ATTACK

Once an achaierai has fallen to the ground it will attempt to give off toxic smoke. Roll 1D6. On a 5+ the smoke is released, and all non-achaierai in the same room as the smoke must make a save of 4+ on 1D6 or lose half of their current wounds. This does not affect anything that doesn't breathe (for example, the chaos warrior with that artefact which means he doesn't have to breathe).

 

Disenchanter

This odd creature resembles an anteater with the body of a camel (one hump) and is slightly translucent. Its fur is a pale electric blue, and it seems to be able to extend its long snout for up to 5 feet. It feeds upon magical energy, and no one has ever managed to capture one, so nothing scientific is known about the creature.
Aardvark models can represent disenchanters.


NameWMWSBSSTIAArmDamGold (Each)
Disenchanter
Phil
50553+0431-0950


ENEMY`'S WS    12345678910

Disenchanter2333444444



Special Rules (Disenchanter) : Disenchant. Only Hit By Magical Weapons.



DISENCHANT

A disenchanter will always attempt to extend its snout and attach it to a magical item of some kind (always the magic item with the greatest worth) within three squares. It will then suck up the magical power from the item, healing 5 wounds for every 100 gold pieces it is worth and rendering the item non-magical. To do this it must hit against BS, subtracting one from the result if the item is not being used, and hard to get to (i.e. the GM knows that the item is in a scabbard, belt or backpack). Any item which has the magic drained from it also decreases in value. For example, the Sword of Vengeance would become a worthless as a normal sword (he he he!)!


ONLY HIT BY MAGICAL WEAPONS

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

 

Dragon Ogres

Dragon Ogres are ancient, brutish reptiles that live in the deepest mountain caves, only emerging during mighty storms to do battle on the mountain tops.

NameWMWSBSSTIAArmDamGold (Each)
Dragon Ogre
Roleplay book
40645+55(7)2322D6870
Dragon Ogre Champion
Roleplay book
44654+65(7)3422D61550
Dragon Ogre Hero
Roleplay book
53663+66(8)4523D63300


ENEMY`'S WS    12345678910

Dragon Ogre2334444455
Dragon Ogre Champion2333444444
Dragon Ogre Hero2333344444



Special Rules (Dragon Ogre) : Fear 8.

Special Rules (Dragon Ogre Champion) : Fear 8. Magic Armour. Magic Weapon.

Special Rules (Dragon Ogre Hero) : Fear 9. Magic Armour. Magic Item. Magic Weapon.


 

Dragonfyre

These are grown up and matured dragonspawn, and are, therefore, stronger, fiercer, faster and much scarier.
A dragon model can be used as a dragonfyre.


NameWMWSBSSTIAArmDamGold (Each)
Dragonfyre
Phil
606/10*6-8745-44150

*Flying.

ENEMY`'S WS    12345678910

Dragonfyre2333344444



Special Rules (Dragonfyre) : Breathe Gas (as Breathe Fire) 2. Fear 12. Fly. Large Monster.


 

Dragonman

Some of the most powerful dragons can briefly take human form, and dragonmen are supposedly the result of human-dragon breeding. This theory would, of course, explain why dragonmen can be born in the most unlikely places, as well as the unusual resistance to pain and the amazing strength of will they seem to have attributed to them.
Dragonmen actually appear as ordinary men, physically, so you should have no trouble finding models to represent them. Yes, I know when I said ‘Additional Dragons’ you were expecting to find lots of creatures with big claws and teeth… but this was the best I could muster. :: Looks down in shame ::


NameWMWSBSSTIAArmDamGold (Each)
Dragonman
Phil
6347A7464-34950


ENEMY`'S WS    12345678910

Dragonman2333334444



Special Rules (Dragonman) : Fear 14. Ignore Blows 4+. Ignore Pain 3D6.


 

Dragons

The ancient dragons slumber in the caves below the world, guarding their treasure through the long years. Woe betide any foolish Warrior who attempts to steal their hoard, as when roused there is little to rival a dragon in combat.

NameWMWSBSSTIAArmDamGold (Each)
Dragon
Roleplay book
7466-66(12)8766D64500
Great Dragon
Roleplay book
8467-77(11)7876D6 / 7D6 (5+)6000
Emperor Dragon
Roleplay book
9468-88(13)6988D67500


ENEMY`'S WS    12345678910

Dragon2333344444
Emperor Dragon2233333444
Great Dragon2333334444



Special Rules (Dragon) : Dragon Breath (Ambush, Magic A). Fly. Ignore Blows 5+. Ignore Pain 7. Large Monster. Terror 12. Treasure Hoard +0.

Special Rules (Emperor Dragon) : Chaos Magic 2. Dragon Breath (Ambush, Magic A). Faerie Magic 1. Fly. Ignore Blows 4+. Large Monster. Terror 14. Treasure Hoard +2.

Special Rules (Great Dragon) : Dragon Breath (Ambush, Magic A). Fly. Ignore Blows 4+. Ignore Pain 7.



DRAGON BREATH

There are many different types of dragon in the dark caverns and tunnels beneath the mountains of the Warhammer World, each with a different breath weapon (not all dragons possess the archetypal fiery breath).

To determine which sort of dragon the Warriors have encountered, and therefore what type of breath weapon it has, roll 1D6 on the following table:

1-2    Fire Dragon - Breathes Fire.
At the start of each turn roll 1D6.The number rolled indicates how many of the Warriors are engulfed in flame and fire. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes. Each Warrior hit by the fire suffers 3D6 Wounds, with no modifier for armour.
3 Black Dragon - Breathes Smoke.
At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed in by the oily fumes. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes.
Roll 1D6 for each Warrior hit by the smoke, subtract his Toughness from the score and multiply the result by 2. The total shows how many D6 Wounds the Warrior suffers, with no modifiers for Toughness or armour.
For example, a 6 is rolled for a Warrior of Toughness 4. He suffers ((6-4)x2)D6 = 4D6 Wounds, with no modifiers for Toughness or armour.
4 Green Dragon - Breathes Corrosive Fumes.
Roll 1D6 for eachWarrior and add his Toughness. If the score is 7 or more that Warrior is unaffected. If the score is 6 or less that Warrior suffers 3D6 Wounds, with no modifiers for Toughness or armour.
5 Blue Dragon - Spits Electricity.
Blue Dragons actually generateelectricity that arcs from their mouths in the form of lightning, rather than breathe a noxious substance. Take one Warrior counter to determine who is hit. That Warrior suffers 2D6 Wounds, with no modifier for armour.
After resolving that attack, roll another 1D6. On a score of 3, 4, 5 or 6 the lightning bolt arcs across to another Warrior. Take another Warrior counter to determine who. He also takes 2D6 Wounds, with no modifier for armour. This process continues until the lightning bolt fails to are across to another Warrior.
6 White Dragon - Breathes Chilling Mist.
At the start of each turn roll1D6. The number rolled indicates how many of the Warriors are engulfed by the mist. If the score is higher than the number of Warriors present all of them have been hit. If not all of the Warriors are hit use the Warrior counters to determine who escapes.
Each Warrior suffers 1D6 Wounds, with no modifiers for Toughness or armour. In addition, while he thaws out, for 1 turn he has a Movement of 1, he may be hit automatically, and any dice rolls made for his actions only succeed on a natural 6. Actions that do not require you to roll a dice may be carried out as normal.

A dragon's breath weapon is used in addition to its normal hand-to-hand attacks.


TREASURE HOARD +n

Dragons have their own treasure hoards above and beyond the treasure that is otherwise found.

When a dragon is killed roll 1D6+n, where n is the number after the Treasure Hoard entry, on the following table to determine what it contains:

1 Gold.
Each player may roll as many D6 as he likes, adding up thescore and multiplying it by 10 to determine how much gold his Warrior finds. However, if any of the dice score a 1 his Warrior finds nothing.
2-3    Dungeon Room Treasure.
Make one roll on the Dungeon RoomTreasure Table for each Warrior to determine what he finds.
4-5 Dungeon Room Treasure and Gold.
Make one roll on theDungeon Room Treasure Table for each Warrior to determine what he finds.
In addition, each player may roll as many D6 as he likes, adding up the score and multiplying it by 10 to determine how much extra gold his Warrior finds. However, if any of the dice score a 1 his Warrior finds no extra gold.
6+ Objective Room Treasure.
Make one roll on the Objective RoomTreasure Table for each Warrior to determine what he finds.

 

Dragonspawn

These are only baby dragonfyres, but they are still extremely dangerous opponents in hand-to-hand combat.
A harpy model painted red can be used as a dragonspawn.


NameWMWSBSSTIAArmDamGold (Each)
Dragonspawn
Phil
306/8*3-5633-2790

*Flying.

ENEMY`'S WS    12345678910

Dragonspawn2344445556



Special Rules (Dragonspawn) : Fear 7. Fly.


 

Dread Raven

Dread ravens are larger than your average raven and much more deadly (it is not difficult to be more deadly than a bird, though, I’ll admit). Aside from their size, they have picked up the ability to cast spells, making them formidable opponents to first level warriors.
It cannot be too difficult to acquire bird models, even if they are amongst creature familiars or not exactly like what you are after (in this case, a raven).


NameWMWSBSSTIAArmDamGold (Each)
Dread Raven
Phil
131/8*2-2341-1110

*Flying.

ENEMY`'S WS    12345678910

Dread Raven3444556666



Special Rules (Dread Raven) : Chaos Magic 1. Fly.


 

Dune Delver Tube

The dune delver is a large monster surrounded by muscle. It gets its name from the fact that it spends most of its life underground in desert areas. It attacks and eats prey through four tubes, each of which is capped by a large mouth with numerous teeth. Fortunately, the delver is a stupid creature, and will eat anything that it can get down its throat - a sword, poison, explosives…
Make each mouth out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Dune Delver Tube
Phil
30Sp3-8313-2650


ENEMY`'S WS    12345678910

Dune Delver Tube2344445556



Special Rules (Dune Delver Tube) : Dune Delver Tube.



DUNE DELVER TUBE

A dune delver tube always appears as one of four tubes connected to the giant body underground. Each time a tube is killed (or severed from the main body), roll 1D6 - on a roll of one, the remaining tubes retreat into the ground.
If more than one dune delver creature is present (i.e. eight tubes or twelve tubes or, etc) then the Gm (or whichever warrior is currently in charge of looking after the monsters) must keep track of which tubes belong in each group of four.

 

Dwarf Hound

Just like their masters, dwarf hounds are short creatures, and incredibly strong and slow. They are trained by dwarves to sniff out ore in the ground, as well as to alert their masters of intruders in dwarven territory. They are at their happiest in confined passages in dim light, where their loud bark can resonate through a vast network of tunnels.
A small dog model would do. You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Dwarf Hound
Phil
3084-5252-2210


ENEMY`'S WS    12345678910

Dwarf Hound2334444455



Special Rules (Dwarf Hound) : Immunity (Fear, Sleep, Paralysis). Roar 6+.



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)).


ROAR n+

While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.

 

Elementals

A whole section more or less devoted to warriors near retirement. Elementals are not going to be much use unless you end up with a high-level party, but I suppose a GM might wish to use one as a deterrent or threat.
Air Elemental
Said to live in the winds, air elementals are terrifying opponents, and very tough foes to hit, let alone wound.
Elemental models can be easily obtained.
Alcohol Elemental
The elemental of alcohol is a little known one, probably because these elementals spend most of their time sleeping or nursing headaches.
A water elemental, perhaps in the colour scheme of a type of wine, can be used to represent an alcohol elemental.
Blood Elemental
Some believe this evil creature not to be an actual elemental, but some horrid creation of the Devil-Kings. Most people, however, don’t care what it is, so long as it doesn’t come near them.
A water elemental model painted red and glossed over would represent a blood elemental.
Dust Elemental
Dust elementals are incredibly weak… for elementals, anyway. Still, they shouldn’t be tackled by any but the strongest warriors - it’s gonna take more than a stick and a few feathers to take down this monster.
An air elemental model painted greyish can be used as a dust elemental.
Earth Elemental
The earth elemental is the most physically strong of the four primary elementals, but it falls down on speed, meaning it can be targeted with spells before it can get into hand-to-hand combat.
Elemental models can be found quite easily.
Evolution Elemental
The evolution elemental, regarded by some as another non-element elemental, is the only elemental without magical powers. Instead, it relies on what it can steal and improve upon.
An evolution elemental should look sufficiently hi-tech, so perhaps a necron model would be best used as one.
Fire Elemental
The element of fire is thought by some to be the most powerful element of all, where as, in reality, all four of the prime elements are equal - all as destructive as each other.
Fire elemental models can be obtained quite easily.
Gold Elemental
The gold elemental is the most spectacular of all the elementals. It is rare, and, therefore, not very well known. It also has a very low resistance to blows, and so gets damaged very easily.
An earth elemental painted gold can represent a gold elemental.
Hate Elemental
Hate elementals are immensely strong, yet they hardly ever hit, and can be easily dispatched if the Warriors combine their efforts. They are horrible and evil beings, sometimes not counted as elementals at all.
A hate elemental always appears as something that is likely to make the warriors angry (an estranged father, the ghost-like form of a murdered baby, Margaret Thatcher [for some people]), so any model will do.
Heat Elemental
Heat elementals are one of the four sub-elementals. These elementals live in the planes between the true elemental planes. The heat elementals live between fire and earth.
An air elemental painted in warm colours can be used to represent a heat elemental.
Pain Elemental
The pain elementals like the blood elementals are not classified as elementals at all by some. They torture their victims rather than killing them.
An earth elemental painted gloss black can be used to represent a pain elemental.
Vapour Elemental
Living between the planes of air and fire, vapour elementals are one of the four sub-elementals; heat, ice, dust and vapour.
An air elemental made to look hazy can be used as a vapour elemental.
Water Elemental
Often regarded as the weakest elemental, water elementals should still not be fought by any but the best warriors.
Elemental models are quite easy to get hold of.

NameWMWSBSSTIAArmDamGold (Each)
Alcohol Elemental
Phil
8262-10631-107275
Blood Elemental
Phil
8268-9786-57275
Dust Elemental
Phil
8266-6565-47275
Evolution Elemental
Phil
8268-108107-67275
Gold Elemental
Phil
8247-5076-57275
Hate Elemental
Phil
8262-101710-107275
Heat Elemental
Phil
8265-6685-67275
Pain Elemental
Phil
8265-10464-107275
Vapour Elemental
Phil
8269-5596-57275
Air Elemental
Phil
100610-751010-48000
Earth Elemental
Phil
100410-101075-88000
Fire Elemental
Phil
100610-10786-78000
Water Elemental
Phil
1004/6*10-8696-58000

*In / on / one square away from water.

ENEMY`'S WS    12345678910

Air Elemental2222333334
Alcohol Elemental3444556666
Blood Elemental2233333444
Dust Elemental2333344444
Earth Elemental2222333334
Evolution Elemental2233333444
Fire Elemental2222333334
Gold Elemental2333334444
Hate Elemental3444556666
Heat Elemental2333444444
Pain Elemental2333444444
Vapour Elemental2223333344
Water Elemental2222333334



Special Rules (Air Elemental) : Dodge 3+. Magic Resistance 3+. Terror 15. Yan C-Bin Magic 3.

Special Rules (Alcohol Elemental) : Chemos Magic 2. Ignore Blows 4+. Magic Resistance 4+. Terror 13.

Special Rules (Blood Elemental) : Dodge 3+. Magic Resistance 4+. Moloch (Blood Elemental) Magic 2. Terror 13.

Special Rules (Dust Elemental) : Magic Resistance 4+. Never Pinned. Scaramallion Magic 2. Terror 13.

Special Rules (Earth Elemental) : Ignore Blows 3+. Ignore Pain 10. Magic Resistance 3+. Ogremoch Magic 3. Terror 15.

Special Rules (Evolution Elemental) : Destroy Spell 6+. Meld Spells. Steal Spell 6+. Terror 13.

Special Rules (Fire Elemental) : Breathe Fire 4. Imix Magic 3. Magic Resistance 3+. Terror 15.

Special Rules (Gold Elemental) : Ashtaroth Magic 2. Distract 5+. Magic Resistance 4+. Terror 13.

Special Rules (Hate Elemental) : Evoletah (Hate Elemental) Magic 2. Magic Resistance 4+. Terror 13.

Special Rules (Heat Elemental) : Baalim Magic 2. Breathe Fire 1. Magic Resistance 4+. Terror 13.

Special Rules (Pain Elemental) : Ignore Pain 8. Magic Resistance 4+. Terror 13. Thammuz Magic 2. Torture.

Special Rules (Vapour Elemental) : Dagon Magic 2. Dodge 3+. Magic Resistance 4+. Terror 13.

Special Rules (Water Elemental) : Dodge 3+. Magic Resistance 3+. Olhydra Magic 3. Terror 15.



DESTROY SPELL n+

A monster with this ability can attempt to destroy any spell cast upon it. It must roll n+ on 1D6. If it succeeds then the spell is lost from the wizard's spell list, and the wizard may not cast it again.


DISTRACT n+

For each attack made against a monster with this ability roll 1D6. On a roll of n+ that attack is lost.


MELD SPELLS

If an evolution elemental steals two or more spells, it may attempt to meld them together on a 6+ (on a D6). If this succeeds the new spell does both of the old spells effects under a power roll equal to the highest roll of the two old spells. The original spells are lost. An attempt may be made once per turn.


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.


STEAL SPELL n+

Each time a spell is cast against a monster with this ability it may attempt to steal it (before destroying or dispelling it) and use it as his own. It must roll n+ on a D6 to succeed. On a successful roll, it may cast it once each turn by rolling the spell's power value or better on 2D6.


TORTURE

When a warrior is reduced to 0 wounds by a pain elemental the elemental will attempt to become adjacent to him. Once he is, the warrior is brought back onto one wound. The pain elemental then grabs the Warrior by the throat and holds him high above the g


YAN-C-BIN SPELLS

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

1

Failure.

2-3    

Gust… 
One warrior is blown over and is prone for the next turn while he gets up. He may do nothing next turn.

4-5

Summon 
1 cloud giant.

6

Storm… 
All warriors suffer 2D6 wounds, ignoring armour.

 

Faerie

Faeries are often regarded as kind, goodly creatures that would aid your average warrior in times of trouble - not so!
Faerie
The young faerie may seem sweet and demure, but these hobbit-sized creatures can throw terrible spells at their enemies, as well as defend themselves against enemy spells.
Converting hobbit-sized miniatures to have wings should suffice in representing these monsters. Paint them in a theme of white.
Faerie Lady
Once a female faerie has reached the age of sixteen it trains itself to become a respectable faerie lady. However, respectable or not, these creatures will still ferociously attack any who threaten them.
Any female model painted in a theme of white with wings could be used to represent a faerie lady.
Faerie Queen
It is very rare that a faerie queen should be forced into combat, and it is even rarer that the attacker should escape with his life.
Again, any female model with wings could be used to represent a faerie queen. Paint the model in a theme is white and use silver for any jewellery.

NameWMWSBSSTIAArmDamGold (Each)
Faerie
Phil
20635+3352-1480
Faerie Lady
Phil
35644+3462-2940
Faerie Queen
Phil
50653+4473-22550


ENEMY`'S WS    12345678910

Faerie2344445556
Faerie Lady2334444455
Faerie Queen2333444444



Special Rules (Faerie) : Faerie Magic 1. Fly. Magic Dispel 6+. Magic Drain 5+. Magic Resistance 4+.

Special Rules (Faerie Lady) : Faerie Magic 2. Fly. Magic Dispel 5+. Magic Drain 4+. Magic Resistance 3+.

Special Rules (Faerie Queen) : Faerie Magic 3. Fly. Magic Dispel 4+. Magic Drain 3+. Magic Resistance 2+.


 

Fatling

Fatlings are believed to be the holy creatures of Gaurak, a disgusting and evil titan. They are made in Gaurak’s image and thus are made up of roll upon roll of greasy fat. Their bodies are bulbous, but slippery enough to allow them to move around at very slow speeds, and they attack by smothering opponents in their lard-like flab. The lard worms that live in between the folds of fat on a fatling also aid it in taking down prey, as their bite causes paralysis. It is said that when a cleric of Gaurak is particularly favoured by the titan, he is turned into a fatling.
Create a fatling out of a human model and green stuff, making the model flabby and fat beyond recognition.


NameWMWSBSSTIAArmDamGold (Each)
Fatling
Phil
3313-8311-5700


ENEMY`'S WS    12345678910

Fatling2344445556



Special Rules (Fatling) : Flab (6+). Paralysis.



FLAB (n+)

Extremely fat creatures are subject to certain bonuses in combat. First, they are unaffected by blunt weapons (clubs, maces, etc) and slashing weapons (axes, etc) cause only half damage, as they cut only the outer layers of fat. Piercing weapons, however, work as normal. This rule applies to both magical and non-magical weapons.
In addition to this, some fat creatures are extremely oily, causing their opponents to slip up during attack. At the beginning of each turn, each warrior must roll 1D6. On a roll of n+, that warrior has slipped and is prone until the beginning of the next turn. If n+ is N/A then this creature is not greasy enough to cause a warrior to slip.

 

Fire Salamander

Fire salamanders are loosely related to the salamanders of Lustria. They almost always live near fiery rocks or lava pits.
Any lizard model painted red and orange can be used to represent these.


NameWMWSBSSTIAArmDamGold (Each)
Fire Salamander
Phil
3063-5333-41090


ENEMY`'S WS    12345678910

Fire Salamander2344445556



Special Rules (Fire Salamander) : Breathe Fire 3. Fear 8.


 

Firedrake

Firedrakes are a breed of salamander that live in the hottest regions of the world. Of course, a firedrake’s body heat is enough to make any area hot enough to cause humans to sweat, so it is really no surprise that the volcanoes and lava streams in which they live seem almost impossibly boiling hot. A firedrake will always attempt to force its opponents into unbearably hot places before attacking, such as near vents of scorching steam.
Any huge lizard model painted with ruby scales and black skin can be used to represent a firedrake.


NameWMWSBSSTIAArmDamGold (Each)
Firedrake
Phil
33115-5342-3660


ENEMY`'S WS    12345678910

Firedrake2333444444



Special Rules (Firedrake) : Boiling. Fear 10. Immunity (Fire). Kaboom!. Large Monster.



BOILING

Some creatures exude heat, making those around them sweat, even in icy conditions. This puts all warriors in the same room as one of these creatures at -1 To Hit.


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)).


KABOOM!

When some fiery creatures die, they automatically explode, causing 1D3 wounds on everything in the eight (or, if a large monster, twelve) squares surrounding its body, no deductions. This can, of course, trigger multiple explosions, if several of these creatures are adjacent and wounded.

 

Firenewts

The salamen, or firenewts, are distant relatives of the lizardmen of Lustria, but they live in very different climates. Their natural choice of habitat is a volcanic, fiery region, but most will settle for anywhere hot.
Fire Snake
From the fiery pits and the boiling hot tropics, fire snakes have a stunning poison that leaks from their bite.
Snake models painted red, or simple models made of green stuff, can be used to represent fire snakes.
Firenewt
These are your average salamen. Their skin is a dark brown colour, and their eyes are burning crimson flames.
Skinks painted red can be used to represent firenewts.
Firenewt Champ
The best firenewts are incredibly strong, and train for years to become the best warriors off their tribe or maybe even their race.
Sauruses painted red, with the scales hidden by green stuff, can be used to represent firenewt champs.
Firenewt Priest
Firenewt priests may keep a fire snake, firetoad or flail snail as a pet or guard, but they rarely need to be guarded.
Skinks painted red with face paint can be used to represent firenewt priests.
Firetoad
These small creatures appear completely harmless... until they hop up and set your hair alight by breathing on you.
Toad models painted red and dark green can be used to represent firetoads.
Flail Snail
These snails have four to six clubbed eyestalks coming from their heads, and can somehow repel magic.
Snail models with extra eyestalks made of green stuff can be used to represent flail snails.
Giant Strider
Some salamen ride the well-trained giant striders, two-legged beasts, which are about the size of horses. Giant striders are fiercely loyal, and extremely fast.
Cold ones painted brown, with the scales hidden by green stuff, can be used to represent giant striders.

NameWMWSBSSTIAArmDamGold (Each)
Firenewt
Phil
10546+43(4)311170
Firetoad
Phil
542-2221-1100
Fire Snake
Phil
353-3221-1170
Flail Snail
Phil
723-3426-1350
Firenewt Champ
Phil
20555+54(5)3212390
Firenewt Priest
Phil
30555+44(5)4211430
Giant Strider
Phil
40104-5622-3880


ENEMY`'S WS    12345678910

Fire Snake2344445556
Firenewt2334444455
Firenewt Champ2333444444
Firenewt Priest2333444444
Firetoad3444556666
Flail Snail2344445556
Giant Strider2334444455



Special Rules (Fire Snake) : Immunity (Fire). Paralysis.

Special Rules (Firenewt) : Breathe Fire 1. Immunity (Fire). Weakness (Cold, Ice).

Special Rules (Firenewt Champ) : Breathe Fire 2. Immunity (Fire). Weakness (Cold, Ice).

Special Rules (Firenewt Priest) : Breathe Fire 2. Immunity (Fire). Salamen Magic 1. Weakness (Cold, Ice).

Special Rules (Firetoad) : Breathe Fire 1.

Special Rules (Flail Snail) : Immunity (Fire). Magic Resistance 5+. Repel Spell 6+.

Special Rules (Giant Strider) : Breathe Fire 1. Immunity (Fire). Weakness (Cold, Ice).



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)).


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).

 

Flerpent

Flerpents (creatures also known as ‘flying vipers’ or ‘plumed serpents’) are a big problem! The poison fangs of a snake, as wells as its streamlined body and fast reactions, combined with the flight of a bat or bird, make these creatures extremely dangerous. They will often swoop down on unsuspecting folk, throttle or bite them, and then swallow them whole. They can be either dark, sinister-looking creatures (if the wings are made of skin, like a bat) or very beautiful (if the wings are ‘plumed’, like a bird).
To create a flerpent, you would have to convert a snake to have wings from, say, a giant bat model. Colours vary as far as your imagination does.


NameWMWSBSSTIAArmDamGold (Each)
Flerpent
Phil
1564-6333-31930


ENEMY`'S WS    12345678910

Flerpent2334444455



Special Rules (Flerpent) : Ambush 6+. Constrict. Fear 10. Fly. 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.

 

Flind

The flind is a dog-man, and is, in most respects, no different to a beastman, but its intelligence far surpasses all but the beastman shamans.
Any dog-like beastman model looks exactly like a flind.


NameWMWSBSSTIAArmDamGold (Each)
Flind
Phil
25555+65(6)4213750


ENEMY`'S WS    12345678910

Flind2333444444



Special Rules (Flind) : Disarm 6+.



DISARM n+

Each time a hit is scored roll 1D6. On an 'n' or more the warrior that is hit may not use the weapon he was using until the combat is over and he can retrieve it.

 

Fog Giant

A thick fog always surrounds these giants, though whether this is a result of their presence or their preferred habitat is not certain.

NameWMWSBSSTIAArmDamGold (Each)
Fog Giant
Phil
501064+74(6)74243510


ENEMY`'S WS    12345678910

Fog Giant2333344444



Special Rules (Fog Giant) : Ambush 6+. Giant Attacks. Large Monster. Terror 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.

 

Forlarren

The forlarren were created when a greater devil, who is now dead, took advantage of a goodly nymph, who was his slave. The forlarren certainly have their father’s looks, and his temper. They now travel the world looking for good and evil creatures to kill as revenge for their creation.
A harpy without wings can be used to represent a forlarren.


NameWMWSBSSTIAArmDamGold (Each)
Forlarren
Phil
50565+64(5)33142300


ENEMY`'S WS    12345678910

Forlarren2333344444



Special Rules (Forlarren) : Split Personality.



SPLIT PERSONALITY

Once a forlarren has killed one person it will become remorseful and sad for the next three turns, and will help the party do what they can for their fallen comrade. After the three turns have passed it returns to normal. If attacked while 'goodly' it will attack back.

 

Frost Giant

The frost giants are giants who have lived in cold climates for far too long. They have developed a chill attack in the place of normal giant attacks, and are a lot scarier.
A giant model painted in a theme of blue and white can be used to represent a frost giant.


NameWMWSBSSTIAArmDamGold (Each)
Frost Giant
Phil
70645+95(6)611Sp2550


ENEMY`'S WS    12345678910

Frost Giant2334444455



Special Rules (Frost Giant) : Chill 3. Fear 15. Ignore Pain 5. Large Monster. Never Pinned.


 

Frost Man

Frost men are exactly the same as normal men, except that they are cold-blooded and appear like men who have been out in the cold for a long time. It is thought they live in villages or communities, but there is no documented evidence of this.
Human models with pale to blue skin and white hair can be used to represent frost men.


NameWMWSBSSTIAArmDamGold (Each)
Frost Man
Phil
20446+-4341--1 500 x Dungeon Level gold each


ENEMY`'S WS    12345678910

Frost Man2334444455



Special Rules (Frost Man) : Blast-breath.



BLAST-BREATH

Instead of attacking normally, a creature with this ability breathes ice-cold air upon his foes. This causes (Dungeon Level) D6 wounds and is not modifiable for armour.

 

Fungoid

These are a more developed species of toadstool. They are well known for breeding any time, any place.

NameWMWSBSSTIAArmDamGold (Each)
Fungoid
Phil
3014-6422-3500


ENEMY`'S WS    12345678910

Fungoid2334444455



Special Rules (Fungoid) : Multiply. Poison. Sleep Dust (5+).



MULTIPLY

Each turn roll 1D6. If a six is rolled then an additional fungoid has been created out of the existing one. Place another fungoid on the table.


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.

 

Giant

Giants are rare in the settled parts of the Old World, having long since been hunted down and destroyed by chivalrous Bretonnian Knights and crazed Dwarf Giant Slayers. In the northlands they are more common because the lands are wild and untamed, and full of the sort of caves that Trolls and Giants like to make their homes.

Giants are, as their name suggests, very big. However, they are not especiallybright: in fact, many are positively dim-witted. They are notorious drunkards and regard anything smaller than themselves as potential food, including Men and other intelligent creatures.



NameWMWSBSSTIAArmDamGold (Each)
Giant
Roleplay book
64634+76(11)3Special55D62000


ENEMY`'S WS    12345678910

Giant2344445556



Special Rules (Giant) : Fear 11. Giant Attacks. Ignore Blows 5+. Ignore Pain 10. Large Monster. Never Pinned.



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.

 

Giant Bats

Out of the darkest caves fly the twittering, screeching clouds of Giant Bats.These fanged monstrosities, held aloft on great leathery wings, hide in the shadows, then swoop silently down upon their prey and rip them to shreds with teeth and talons.

NameWMWSBSSTIAArmDamGold (Each)
Giant Bat
Roleplay book
182-22-1-1D615


ENEMY`'S WS    12345678910

Giant Bat3444556666



Special Rules (Giant Bat) : Ambush A. Fly.


 

Giant Rats

No less dangerous than the more intelligent monsters are the packs of Giant Rats that dwell in the dirtiest corners of the Warhammer World. Bloated by eating indescribable foul things, these Rats have grown to immense proportions. When cornered, Giant Rats hurl themselves at their opponent in a maniacal frenzy, lunging for their enemy's jugular vein with no thought of their own safety.

NameWMWSBSSTIAArmDamGold (Each)
Giant Rat
Roleplay book
162-3341-Special25


ENEMY`'S WS    12345678910

Giant Rat3444556666



Special Rules (Giant Rat) : Deathleap.



DEATHLEAP

Giant Rats make a special attack, called a Deathleap. Roll the Rat's attack as normal, but roll 2D6+2 for damage. Once a Giant Rat has attacked your Warrior, roll 1D6. On a result of 3, 4, 5 or 6 the Giant Rat's suicidal, frenzied attack has opened it up to your Warrior's attack and he automatically kills it - place it on his Adventure Record sheet.

 

Giant Scorpions

The dank underground passageways and caverns of the Worlds Edge Mountains conceal many huge and evil monsters. They breed in the darkness and grow huge and fat on a diet of unnameable crawling things that live deep below the earth. The Giant Scorpion has a shiny armoured shell and chitinous claws with saw edges and knife-like bristles. Its most deadly weapon is its venomous sting.

NameWMWSBSSTIAArmDamGold (Each)
Giant Scorpion
Roleplay book
2053-5612-2450


ENEMY`'S WS    12345678910

Giant Scorpion2344445556



Special Rules (Giant Scorpion) : Flab (6+).



FLAB (n+)

Extremely fat creatures are subject to certain bonuses in combat. First, they are unaffected by blunt weapons (clubs, maces, etc) and slashing weapons (axes, etc) cause only half damage, as they cut only the outer layers of fat. Piercing weapons, however, work as normal. This rule applies to both magical and non-magical weapons.
In addition to this, some fat creatures are extremely oily, causing their opponents to slip up during attack. At the beginning of each turn, each warrior must roll 1D6. On a roll of n+, that warrior has slipped and is prone until the beginning of the next turn. If n+ is N/A then this creature is not greasy enough to cause a warrior to slip.

 

Giant Spiders

Beneath the mountains, in the darkest, deepest caves, lurk the Giant Spiders. Their bodies are covered by thick, horny, chitinous plates, and their fangs drip nerve shattering poison. Huddled in the darkness, they lie in wait, spinning webs to ensnare their unsuspecting victims.

NameWMWSBSSTIAArmDamGold (Each)
Giant Spider
Roleplay book
162-Special2-1-115
Gigantic Spider
Roleplay book
2053-Special412-2D6450


ENEMY`'S WS    12345678910

Giant Spider3444556666
Gigantic Spider2344445556



Special Rules (Giant Spider) : Web (1D3).

Special Rules (Gigantic Spider) : Web (1D6).


 

Giant Troll

Some trolls can reach a huge height, appearing, and, indeed, being, stronger and tougher than your common troll.

NameWMWSBSSTIAArmDamGold (Each)
Giant Troll
Phil
60526+106(8)23242070


ENEMY`'S WS    12345678910

Giant Troll3444556666



Special Rules (Giant Troll) : Large Monster. Regenerate 1. Terror 10.


 

Giant Two-Headed Troll

Who knows how this weird species came about? These huge, hideous, two-headed horrors are ruthless opponents... It’s a shame they do not turn on each other more often.

NameWMWSBSSTIAArmDamGold (Each)
Giant Two-Headed Troll
Phil
50665+85(6)48134480


ENEMY`'S WS    12345678910

Giant Two-Headed Troll2333344444



Special Rules (Giant Two-Headed Troll) : Large Monster. Regenerate 1. Schizophrenia. Terror 12.



SCHIZOPHRENIA

Having two heads does not always help. Each time a one is rolled in the power phase roll 2D6. If you get a double then the two heads start to argue with each other, and the giant two-headed troll may not do anything at all this turn.

 

Gith

The two sub-species of the Gith are constantly at war with each other, yet both seek revenge on the mind flayers, who enslaved them many years ago.
Githyanki
Githyanki are aggressive, mean and strong. They hate all humans and mind flayers, and also wage war on the githzerai at every possible opportunity. Strangely, instead of keeping their human appearance, they have become a lot uglier and scarier. They have pale skin, pointed ears, sharp teeth, no nose, and their skin is stretched over their skeleton, making them resemble undead skeletons covered in a thin layer of flesh.
Armoured skeletons, painted with flesh-coloured bones, could be used to represent githyanki. Else, there are githyanki models in existence.
Githzerai
The githzerai have formed an uneasy truce with the mind flayers, but still hold the same hate for humans. Although not as strong as githyanki, their magic resistance allows them to hold their own in the Gith civil war.
Human models could be used to represent githzerai.

NameWMWSBSSTIAArmDamGold (Each)
Githyanki
Phil
75473+74(6)95254540
Githzerai
Phil
70473+64(5)85144570


ENEMY`'S WS    12345678910

Githyanki2333334444
Githzerai2333334444



Special Rules (Githyanki) : Armed with Silver Sword.

Special Rules (Githzerai) : Magic Resistance 4+.



SILVER SWORD

Silver swords affect all undead, demons, chaos etc., and cause an extra point of damage against undead, daemonic or chaotic warriors that the bearer might meet.

 

Goblin Bear

Not the brightest spark in the tinderbox, the goblin bear is actually a wolf-like creature, built as big as a bear and with the raiding habits of a goblin. If left alone during a raid, a goblin bear will most likely eat its fill and then move on, without actually bothering anyone further. However, if it is provoked a goblin bear is more than happy enough (or should that be dim witted enough?) to fight to the death.
Use a giant wolf model.


NameWMWSBSSTIAArmDamGold (Each)
Goblin Bear
Phil
3065-6453-3820


ENEMY`'S WS    12345678910

Goblin Bear2333444444



Special Rules (Goblin Bear) : Fear 10. 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).

 

Golem

The versatile clay golem can be used for both simple fetch and carry tasks as well as guarding. No matter what, a golem always does as it is instructed.
A mound of green stuff, with a vague humanoid shape and face, would represent a clay or stone golem perfectly.

Bildblok
Bildbloks are used for building the palaces and towers that the collussuses and gollums guard. Like all golems, they are fiercely loyal.
A mound of green stuff, with a vague humanoid shape and face, would represent a clay or stone golem perfectly.
Bone Golem
Bone golems make hard-working, but not loyal, servants. They have a limited intelligence, unlike most golems, as they are haunted by the spirits of the people whom necromancers have used to create them. Unfortunately, the price for having a servant as use
Burst-rock
Burst-rocks can be summoned by very powerful magic-users. Their purpose is to bounce toward the enemy and explode!
Burst-rocks can be made from green stuff.
Caryatid Column
Caryatid columns are, at first sight, stone statues of young, fair maidens. However, when the warriors ‘trigger’ them off (by entering a ‘forbidden’ area, or opening a chest, or touching a piece of treasure, etc...) they develop a fleshy appearance and spring into action. They will at first attempt to lead the warriors away from the trigger, but if they do not prevail they will attack. They are usually set in groups of two, and once they are killed they turn back to stone where they stand. If they complete their task and the warriors are led away from the trigger, they will return to their original position, replacing any items that have been recovered, and turn back to stone.
Paint a female model in stone to represent a column.Centurion
Centurion
A centurion is an armour golem used solely for guarding, never for scouting out areas or attacking the enemy on its own turf. However, as a guard, the centurion functions very efficiently, never requiring sleep and having enough intelligence to perceive what is a threat and what is not.
Men in full armour can be used to represent armour golems.
Collussus
Collussuses are used mainly as guards for the magical palaces owned by their creators. They can ward off most intruders, just by glaring at them.
A mound of green stuff, with a vague humanoid shape and face, would represent a clay or stone golem perfectly.
Durahan
These are the animated suits of armour of centaurs, and are used for both scouting missions and full-scale warfare.
A centaur model in full body armour can be used to represent a durahan.
Golem
The versatile clay golem can be used for both simple fetch and carry tasks as well as guarding. No matter what, a golem always does as it is instructed.
A mound of green stuff, with a vague humanoid shape and face, would represent a clay or stone golem perfectly.
Gollum
Gollums are used by magic-users for fetching and carrying. They also make rather good guards for magical towers, but have little or no intelligence, seeing as they are only able to operate at all because of the magic words sealed in their heads.
A mound of green stuff, with a vague humanoid shape and face, would represent a clay or stone golem perfectly.
Guardian
Guardian golems are made out of the armour of the very best warriors who have either perished in battle or died of old age after long, long lives.
Men in full armour can be used to represent armour golems.
Hellknight
Hell knights are not very strong, since they are made of poor quality suits of armour and sometimes even from several damaged suits collected together
.Men in full armour can be used to represent armour golems.
Lancerot
Lancerots are named because of the smell they are stuck with. They are taken from fallen heroes who have died in the most horrible, horrible fashion on the battlefield, and are stained with blood.
Men in full armour can be used to represent armour golems.
Lead Golem
I think all I need do is quote Swords and Sorcery to explain the mindset of the lead golem - “Lead golem smash!”
Any golem model painted in a dull grey (i.e. lead) colour.
Living Armour
The living armour is your average, everyday armour golem, made out of your average, everyday suit of armour.
Men in full armour can be used to represent armour golems.
Mithril Golem
The mithril golem is the largest and most powerful type of golem, and, understandably, the one that takes the longest to construct. Its giant-like size combined with the fact that it is made out of the magical metal mithril make it a terrible opponent to face in battle.
Convert a giant model to look suitably golem-esq, and paint it… I dunno… what colour is mithril? Silver? Steel? Aluminium?
Sentinel
Sentinels, made from the armour of armoured guards, are great at guarding the laboratories of their summoning wizards.
Men in full armour can be used to represent armour golems.
Taros Warrior
Taros warriors are only ever created from the suits of armour of fallen heroes, and, as a result, they are the strongest armour golems. Taros warriors also have quite an extensive intelligence for animated creatures.
Again, a knight in full armour will represent this monster.
Wood Golem
The druid’s answer to a wizard’s servant golems, wood golems are made from trees that have died recently enough to not yet be rotting. They are often constructed to have strategically placed thorns on their body, which can aid in attacking the druid’s enemies, but a druid is always very cautious not to bring one of its wooden servants up against a fire creature, or creatures that wield fire.
Wood golems are approximately humanoid size, so perhaps a dryad model would serve best here

NameWMWSBSSTIAArmDamGold (Each)
Burst-rock
Phil
Sp1*------5
Bone Golem
Phil
9336+3321-2130
Hellknight
Phil
10345+4512-1250
Living Armour
Phil
25355+5612-2350
Wood Golem
Phil
42264+5403-2620
Lancerot
Phil
35365+5713-2850
Gollum
Phil
30346+7613-41200
Golem
Phil
4023-8702-61280
Collussus
Phil
45356+7714-42160
Durahan
Phil
50666+5435-43470
Centurion
Phil
80475+8646-64530
Sentinel
Phil
45276+6814-34540
Caryatid Column
Phil
50675+6605-44550
Bildblok
Phil
60366+8815-44560
Lead Golem
Phil
100266+9604-44760
Taros Warrior
Phil
90474+9757-65200
Guardian
Phil
60286+7915-45230
Mithril Golem
Phil
120572+8905-55960

*Hit automatically by warriors’ attacks.

ENEMY`'S WS    12345678910

Bildblok2333344444
Bone Golem2344445556
Burst-rock**********
Caryatid Column2333334444
Centurion2333334444
Collussus2333444444
Durahan2333344444
Golem2344445556
Gollum2334444455
Guardian2233333444
Hellknight2334444455
Lancerot2333344444
Lead Golem2333344444
Living Armour2333444444
Mithril Golem2333334444
Sentinel2333334444
Taros Warrior2333334444
Wood Golem2333344444



Special Rules (Bildblok) : Immune to Psychology. No Speech. Terror 11.

Special Rules (Bone Golem) : Bonus vs. Sharp Weapons. Fear 5. Immune to Psychology. Immunity (Cold). No Speech.

Special Rules (Burst-rock) : Explode. Special Wounds.

Special Rules (Caryatid Column) : Defence vs. Weapons. Fear 11. Immune to Psychology. Magic Resistance 3+. No Speech.

Special Rules (Centurion) : No Speech. Terror 12.

Special Rules (Collussus) : Immune to Psychology. No Speech. Terror 9.

Special Rules (Durahan) : Immune to Psychology. Large Monster. No Speech. Terror 11.

Special Rules (Golem) : Immune to Psychology. No Speech.

Special Rules (Gollum) : Immune to Psychology. No Speech. Terror 8.

Special Rules (Guardian) : Immune to Psychology. No Speech. Terror 12.

Special Rules (Hellknight) : Fear 4. Immune to Psychology. No Speech.

Special Rules (Lancerot) : Fear 7. Immune to Psychology. No Speech.

Special Rules (Lead Golem) : Breathe Poisonous Gas 1 (as ‘Breathe Fire 1’, only the attack is subject to Poison). Fear 12. Immune to Psychology. Magic Resistance 2+. No Speech.

Special Rules (Living Armour) : Fear 5. Immune to Psychology. No Speech.

Special Rules (Mithril Golem) : Immune to Psychology. Large Monster. Magic Resistance 1+. No Speech. Resistance (Fire, Acid). Terror 15.

Special Rules (Sentinel) : Immune to Psychology. No Speech. Terror 11.

Special Rules (Taros Warrior) : No Speech. Terror 13.

Special Rules (Wood Golem) : Immune to Psychology. Immunity (Wood [includes wooden weapons]). Magic Resistance 4+. No Speech. Regenerate 1. Weakness (Fire).



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.


DEFENCE VS WEAPONS

Any non-magical weapon that hits a creature with this ability inflicts only half damage. Also, after each hit roll 1D6. On a 5+ the weapon shatters!
Any magical weapon that hits a creature with this ability inflicts full damage, but all magical bonuses (additions to strength, DD, to hit roll etc...) are ignored. Also, after each hit roll 1D6. On a 6+ the weapon loses one magical bonus (i.e. +3 strength becomes +2 strength). If a magical weapon loses all of its magical bonuses, then the weapon loses its title as "magical", and next time it will shatter on a 5+.


EXPLODE

If a burst-rock is alive at the end of the turn, they choose to explode themselves if they are adjacent to one or more warriors. This causes 5D6 damage and it hits every model in the eight squares surrounding it. If a burst-rock is killed (either by an explosion from another burst-rock or by normal means), it will explode on a 5+ on 1D6. If it does not explode, it is useless.


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).


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)).


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.


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)).


SPECIAL WOUNDS

Burst-rocks have a wound total equal to double their summoner's wound value. You may think that this makes them terribly powerful, but considering each one can only be used once it does not make much difference. A burst-rock may not be healed or be killed by a spell or item that kills something outright. The default wound total is 50.


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).

 

Gorbel

The gorbel is a spherical ball of red blubber with two clawed legs, six stalked eyes, and a small mouth - very bizarre!
Make this monster out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Gorbel
Phil
1125-8011-5150


ENEMY`'S WS    12345678910

Gorbel2333444444



Special Rules (Gorbel) : Hitting Bonus. Only Effected by Sharp Weapons.



HITTING BONUS

Once the gorbel has hit it attaches itself to the victim with its claws. It need not hit again, unless it changes target, for the claws will tighten each turn and draw the victim's blood. Also, when rolling to hit the gorbel while it is attached to a victim, there is a 50:50 chance of hitting the victim. Before each roll to hit roll 1D6. On a 4+ you must hit the victim... sorry.

 

Gorgon

The Gorgon is a horrifying snake-headed she-monster with long thin clawsand small sharp teeth through which the creature hisses like a serpent. Like a Cockatrice the gaze of a Gorgon is magical and can turn a victim to stone. Gorgons sometimes carry weapons which they clutch awkwardly in their misshapen hands, and they dress in robes pulled from battle corpses.

NameWMWSBSSTIAArmDamGold (Each)
Gorgon
Roleplay book
35424+3351-2D61100


ENEMY`'S WS    12345678910

Gorgon3444556666



Special Rules (Gorgon) : Fear 13. Fear 9.


 

Gorilla Bear

A gorilla bear is simply a bear and gorilla hybrid. This may not produce the largest intellect, but the strength it possesses is astronomical.
A bear model can be used to represent a gorilla bear.


NameWMWSBSSTIAArmDamGold (Each)
Gorilla Bear
Phil
3053-9722-62520


ENEMY`'S WS    12345678910

Gorilla Bear2344445556



Special Rules (Gorilla Bear) : Terror 9.


 

Great Harrier

These birds of prey are difficult to train, but extremely loyal and useful to those who are able to train them. They make effective scouts and travelling companions, more than able to hold their own in a fight.
Any bird model would do. You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Great Harrier
Phil
504/15*7-6294-33320

*Flying.

ENEMY`'S WS    12345678910

Great Harrier2333334444



Special Rules (Great Harrier) : Fear 12. Fly. Immunity (Fear).



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)).

 

Great Taurus

The most fearsome of all the servants of the Chaos Dwarfs, the Great Taurusis a massive, fire-breathing, winged bull. When it moves it strikes sparks on the floor, and its whole body is wreathed in fire and smoke.

NameWMWSBSSTIAArmDamGold (Each)
Great Taurus
Roleplay book
5066-66(9)7434D62250


ENEMY`'S WS    12345678910

Great Taurus2333344444



Special Rules (Great Taurus) : None.


 

Grell

This monster is one of the scariest creatures to walk the world. A grell’s body is like a giant, exposed brain, with a beak and ten long tentacles. The beast flies by way of levitation, and often drops on its pray from above.
Make this creature out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Grell
Phil
9087-10446-75380


ENEMY`'S WS    12345678910

Grell2333334444



Special Rules (Grell) : Fly (by levitation). Immunity (Lightning). Paralysis. Terror 15.



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)).

 

Griffon

Griffons have fierce heads with a hooked beak like that of a huge bird of prey. Their forequarters too are feathered, with scaly limbs bearing foreclaws which are bird-like and razor sharp. Behind its huge feathered wings the Griffon's body is furred and it has huge clawed feet and a tail like that of a great hunting cat such as a lion or tiger. Some Griffons have great golden pelts like mountain lions, other have skins which are spotted or striped, or black as night.

NameWMWSBSSTIAArmDamGold (Each)
Griffon
Roleplay book
5265-6574-4D61500


ENEMY`'S WS    12345678910

Griffon2333444444



Special Rules (Griffon) : Breathe Fire. Flaming Death. Fly.



FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).

 

Grippett

Able to blend into most surroundings, and also able to mimic most sounds it hears (assuming it can remember them), the grippett is a large chameleon lizard with a long, sticky tongue. It prefers to avoid prey larger than its mouth, since it cannot swallow them whole, but will attack larger prey if threatened.
You can get a chameleon lizard in the lizard swarm blister pack.


NameWMWSBSSTIAArmDamGold (Each)
Grippett
Phil
173/2*4-4362-1220

*Climbing

ENEMY`'S WS    12345678910

Grippett2334444455



Special Rules (Grippett) : Ambush 5+.


 

Hippogriff

A Hippogriff is a large and extremely ferocious beast. Its head is feathered like a great bird of prey, and it can slash at enemies with its deadly beak. The forequarters of a Hippogriff are furry, with legs and claws like a great cat such as a lion. Its rear quarters more resemble those of a horse, with hooves and a sweeping tail. The colour of Hippogriffs' fur and feathers can vary tremendously.

NameWMWSBSSTIAArmDamGold (Each)
Hippogriff
Roleplay book
5585-6563-3D6 / 4D6 (5+)1450


ENEMY`'S WS    12345678910

Hippogriff2333444444



Special Rules (Hippogriff) : Flaming Death. Fly.



FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).

 

Homo Neanderthalis

Not everyone in the Warhammer World is as advanced and civilized as those in the Empire, or not even as advanced as the tribal-based savage orcs. Some humans, orc, lizards and other species seem to have skipped evolution. Such creatures are primitive and live in caves or forests. They are irritable and largely stupid.
Cave Goblin
Cave dwellers are not just human. Goblins and orcs also live among the cave folk. Cave goblins are weaker than their human companions, and not nearly as aggressive.
Use a goblin to represent a cave goblin, perhaps converting it so it is wearing furs.
Crabman
Crabmen are actually quite evolved, and only live among the neanderthals because it suits their needs. When they get bored they raid human towns for food, silver, and women!
Use a daemonette painted mainly orange to represent a crabman.
Cro-Magnon
Cro-Magnons sit around all day eating and constructing staff-like weapons, sometimes mounting them with skulls. Some of them even have a basic language that a few scholars can interpret.
Cave man models can be got hold of; else you could convert a human model.
Dakon
The dakon resemble apes more than any man. Regardless of their ape-like appearance they are, in fact, reasonably intelligent, and in some cave systems are the leaders of all of the cave folk.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.
Ettercap
Ettercaps, along with the help of many spiders, have learnt how to use their silk glands to spin webs and lay trip wires, craft nets and make garrottes. If their traps do not stop their enemies then they will resort to biting with their two poisonous fangs. Ettercaps get on reasonably well with the other cave dwellers, but prefer to do their own hunting.
Cave man models can be got hold of; else you could convert a human model.
Feral
These pack animals only dwell in the cave systems of the Homo Neanderthalis because they hate civilisation. They rarely mix with the other creatures living there, or, if they do, it is only to put a stop to any form of advancement (they will quite often rush to put out a fire when it is lit, but are always held off by the rest of the creatures around the fire). Every once and a while, ferals leave the caves to raid civilised towns and cities. A city that has been successfully invaded by ferals is often left as a smoking pile of rubble. Ferals are particularly good at raiding and fighting, as they operate as a single body, each creature knowing what the others are thinking.
Ferals look quite like beastmen, although the more human they look (without them actually being human) the better.
Frost Ape
Living only in the coldest cave systems, the frost apes may seem a ruthless and savage bunch, but, in fact, they actively refuse to kill intelligent beings, more than happy just to knock intruders out. So long as they are not bothered again subsequently, frost apes are quite harmless.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.
Gibberling
These are humanoids that are slightly more apish than usual. No one but they can understand their gibbering language, for it is too high pitched and fast.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.
Grimlock
Grimlocks look very similar to the neanderthals, but their eyes are jet black and blind. Grimlocks get on really badly with everyone else in the cave system.
Cave man models can be got hold of; else you could convert a human model.
Hill Howler
The hill howler is a solitary creature that hunts alone. It looks like an eight-foot, upright ape with the eyes and claws of a cat, and it lives on a diet mainly consisting of meat. It particularly likes horse-flesh.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.
Lizard King
Lizard kings command all of the lizards, even the troglodytes! They have folds of crest-like skin that crown their heads, and wield crudely constructed tridents.
Use saurus models to represent lizard kings.
Maligator
Maligators command the war lizards and are on the same hierarchy step as the wild orcs and neanderthals.
Use saurus models to represent maligators.
Man-Ape
These are the basic caveman workers, crafting tools and weapons out of bone or flint. They are irritable, violent, and have not mastered speech.
Cave man models can be got hold of; else you could convert a human model.
Manster
Mansters are large ape-like creatures, with huge forearms and large, clawed fingers. They are completely invisible when hiding in shadowy or dark places, allowing them to ambush their prey quite often. They prefer to hunt alone, away from the other homo neanderthalis, but sometimes hunt as a family. They are not unsociable to the other cave creatures, but have a limited language, despite their cunning and intelligence at hunting techniques, and so communication between mansters and other cave tribes is difficult.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair. Give it long arms, short legs and make it pot-bellied.
Manticora
These unevolved catmen shed and replace their teeth, meaning they almost always have an effective bite attack. Though unevolved, these creatures can fashion basic armour, and they do this for the rest of the cave community as well as themselves. In return
Neanderthal
Neanderthals command the man-apes. They have a basic simian language, and communicate with the man-apes by barking and hooting noises. They are proud and lazy.
Cave man models can be got hold of; else you could convert a human model.
Night Terror
Standing slightly shorter than a man, a night terror is a baboon-like creature with a long, prehensile tail, large fangs, grey-black fur and red-orange eyes. Not much concerned with the politics of the cave system, they hunt in packs, away from the other cave creatures, quite often simply for the pleasure of terrifying their victims before ripping them apart. Their loud howls and cries sound very human, perhaps presenting us with a dark vision of the past.
Cave man models can be got hold of; else you could convert a human model. Use green stuff to add extra hair.
Quaggoth
Quaggoth are cavemen that are completely covered in hair. They are like beastmen, yet quite obviously not chaotic, and an ancestor of modern man. Perhaps these are relatives of the famed ‘bigfoot’ or ‘yeti’...
Use a beastman to represent a quaggoth.
Quillan
Quillans wear tattoos and tiger skins, and carry swords, which they sharpen to the extreme. They are very good at wielding these swords, and are among the most skilled of the cave dwellers.
Cave man models can be got hold of; else you could convert a human model.
Tokal Tribesman
These tribesmen are outcasts in the cave system. They are infested with a parasite that consumes its host within a month. While the tribesmen are immune to the tokal’s destruction, no other living being is, and so the other cave creatures will attack any tribesman that comes near them. Anyone bitten by the tribesmen is likely to become infested with the tokal parasite, and if this happens to a cave creature then his cave companions lead him to be killed and then burned to ashes, to stop the spread of the disease. Often, the infected cave creature will willingly sacrifice himself to save his friends. Despite being outcasts, the tokal tribesmen are useful to the rest of the cave community, since they deter predeters from entering the main caverns and settlements.
Cave man models can be got hold of; else you could convert a human model.
Troglodyte
Troglodytes are far less sociable than the other lizard-like cave dwellers, and no one in the tribes dare approach them, for they are irritable, mean and dangerous.
Use saurus models to represent troglodytes.
Viren
The Viren, or ‘The Abandoned’ as they have come to be known, are humanoid, but sometimes more ape than man. Their life of seclusion from other races makes them timid and certainly dangerous when cornered. It is said that these creatures were once a blue-print for humanity, forgotten by the gods once more complicated humanoids were formed.
Cave man models can be got hold of; else you could convert a human model.
War Lizard
War lizards hunt for the other cave dwellers, and make good fighters. Surprisingly, lizards get on well with the other cave dwellers.
Use saurus models to represent war lizards.
Wild Orc
The wild orcs command the cave goblins, and also work closely with the neanderthals. They are weaker than the neanderthals, but far more aggressive, and better skilled with a bow.
Use a savage orc to represent a wild orc.

NameWMWSBSSTIAArmDamGold (Each)
Cro-Magnon
Phil
35455+74(6)43-3 3 Treasure Cards each (in addition to any treasure you may gain from the encounter).
Dakon
Phil
30446+8643-4 2 Treasure Cards each (in addition to any treasure you may gain from the encounter.)
Feral
Phil
6316+1111-1 Special (see ‘Single Soul’ ability)
Lizard King
Phil
40474+74(6)3323
Maligator
Phil
30556+63(4)3212 1 Treasure Card each (in addition to any treasure you may gain from the encounter).
Man-Ape
Phil
12436+5431-2 Man-Apes carry no items of value other than bones
Neanderthal
Phil
20446+64(5)4212 1 Treasure Card each (in addition to any treasure you may gain from the encounter).
Quaggoth
Phil
40456+9534-4 3 Treasure Cards each (in addition to any treasure you may gain from the encounter).
Quillan
Phil
25476+6(7)432-3(5) 1 Treasure Card, and a “Sharp Sword” each
Cave Goblin
Phil
5445+3221-140
Tokal Tribesman
Phil
13436+32(3)511140
Wild Orc
Phil
15445+5332-180
Frost Ape
Phil
18336+3311-2120
Manticora
Phil
133/5***45+52(3)7112120
Hill Howler
Phil
205/2**36+4341-2130
Night Terror
Phil
198/8**46+4331-2130
Viren
Phil
6336+4311-1140
War Lizard
Phil
20546+53(4)3112150
Troglodyte
Phil
35465+64(5)2213180 plus 1 Treasure Card each (in addition to any treasure you may gain from the encounter).
Manster
Phil
21446+4362-2290
Gibberling
Phil
20536+6433-2700
Grimlock
Phil
30446+5442-3700
Ettercap
Phil
30446+5442-2800
Crabman
Phil
256/8*66+6643-31150

*Swimming
*Flying.
**Climbing
***On all fours.

ENEMY`'S WS    12345678910

Cave Goblin2334444455
Crabman2333344444
Cro-Magnon2333444444
Dakon2334444455
Ettercap2334444455
Feral4456666666
Frost Ape2344445556
Gibberling2344445556
Grimlock2334444455
Hill Howler2344445556
Lizard King2333334444
Maligator2333444444
Man-Ape2344445556
Manster2334444455
Manticora2334444455
Neanderthal2334444455
Night Terror2334444455
Quaggoth2333444444
Quillan2333334444
Tokal Tribesman2344445556
Troglodyte2333344444
Viren2344445556
War Lizard2334444455
Wild Orc2334444455



Special Rules (Cave Goblin) : None.

Special Rules (Crabman) : None.

Special Rules (Cro-Magnon) : None.

Special Rules (Dakon) : None.

Special Rules (Ettercap) : Fear 7. Poison. Web (2D6).

Special Rules (Feral) : Immunity (Poison, Non-Magical Fire, Non-Magical Cold). Single Soul.

Special Rules (Frost Ape) : Subdue.

Special Rules (Gibberling) : Fear 7.

Special Rules (Grimlock) : Magic Resistance 6+.

Special Rules (Hill Howler) : Roar 6+.

Special Rules (Lizard King) : Magic Resistance 5+.

Special Rules (Maligator) : Breathe Fire 2.

Special Rules (Man-Ape) : None.

Special Rules (Manster) : Ambush 5+.

Special Rules (Manticora) : None.

Special Rules (Neanderthal) : None.

Special Rules (Night Terror) : None.

Special Rules (Quaggoth) : Immunity (Poison).

Special Rules (Quillan) : Armed with Sharp Sword. Tattoos 5+.

Special Rules (Tokal Tribesman) : Tokal Infestation.

Special Rules (Troglodyte) : None.

Special Rules (Viren) : Break 1. Hate Humans. Musk.

Special Rules (War Lizard) : Armed with Spears (may attack from 2 squares away).

Special Rules (Wild Orc) : None.



ARMED WITH SHARP SWORD

These swords give +1 to hit, +1 STR, and +2 DD. However, they will (1 in 6) blunt after a hit (making them the same as a normal sword, only granting +1 to hit), and (1 in 6) snap after a miss (making them the same as normal swords, only granting -1 to hit). Ahh well...


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)).


MUSK

Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.


ROAR n+

While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.


SINGLE SOUL

The feral is a bizarre creature, as each pack of these animals shares the same soul. This allows them to operate as the perfect team (almost like the Borg, actually) when attacking. Most alarming of all, however, is the fact that every time one of the pack is killed, the soul is re-split between the remaining pack members. This means that every time a feral dies, its companions become stronger.
When a feral dies, each feral immediately (i.e. if a feral dies in the middle of a spell that hits everyone, like Chain Lightning, all the other ferals are affected before the spell carries on) gains six wounds (so, if Feral A is one 3 wounds out of 6, and Feral B dies, Feral A finds himself suddenly on 9 wounds out of 12), one weaponskill, one strength, one toughness, one initiative, one attack and one damage dice, as well as BS 6+ becoming 5+, or 5+ becoming 4+ and so forth.
While wounds can continue to go up forever, all of the other statistics have a limit of ten (or A, in the case of BS).
A gold value for a feral also goes up as follows:
Number of ferals that have died: Gold value for remaining ferals:

0

10 gold each

1

150 gold each

2

250 gold each

3

450 gold each

4

650 gold each

5

1200 gold each

6

2500 gold each

7

3500 gold each

8

4500 gold each

9

5000 gold each

10+

6000 gold each


SUBDUE

Some monsters fight to subdue, not killing a warrior, but trying to knock him out. When a warrior is subdued (on 0 wounds) lay him down. When the battle is over, he will either wake up, having lost no wounds from the subduing blows, or, if all the other warriors are either dead or subdued, be carried off and eaten or imprisoned. Some creatures will actually knock intruders out and then leave them where they are - they've been warned! A subdued warrior may not be healed since no damage has been caused.


TOKAL INFESTATION

Some creatures, namely the tokal tribesmen, are infested with the tokal parasite. Every time a creature with this ability hits a warrior, roll 1D6 - on a roll of 5+ (6+ if the warrior is wearing any armour), the warrior has been bitten and is now a new host for the parasite. After the combat is over, the eggs in the warrior's body will hatch. This has two main affects on the warrior:
First, it changes his characteristics. The warrior is now at +1 strength and +1 initiative. These changes are permanent, while the warrior is infested.
Secondly, the warrior must now fight for control over his body. At the beginning of each turn while monsters are on the board, roll 1D6. On a roll of six, the warrior has been taken over by the tokal parasite for that turn, and must attempt to infest every creature on the board. This means he does not attack normally this turn, but bites his enemies instead. Bite attacks are at -1 To Hit and are do not add damage dice. Warriors taken over by a tokal parasite will always attack their enemies first, but will turn on their companions once they have infested every enemy in their reach (it is not uncommon for an entire party to be infested). A tokal parasite can only ever attempt to take over while there are enemies on the board, or while the warrior is involved in some other strenuous activity (arguing, training, etc).
Anyone who is hit by a bite attack is infested with the tokal parasite, and suffers the affects above after the combat (or other strenuous activity) is over.
Once at a settlement, a warrior can have the infestation cured by being blessed at a temple (either chaos or normal), if he pays a donation of (1D6 x 100) gold.

 

Hookwing

If the hookwing were bigger than your average bird or large lizard, it would be terrifying. However, the winged green-black creature, which has scales that can sometimes be found in shades of emerald, is small enough to be brushed off by most warriors. Of course, if the hookwing attacks in numbers, as it does when protecting a communal nest or a collection of shiny objects, then it presents a slightly bigger problem.
Convert the lizards from the swarm blister pack so that they have small wings.


NameWMWSBSSTIAArmDamGold (Each)
Hookwing
Phil
51/12*4-4491-160

*Flying.

ENEMY`'S WS    12345678910

Hookwing2334444455



Special Rules (Hookwing) : Fly.


 

Hornet

Giant hornets are extremely dangerous, for their sting hardly ever fails to kill. Their bite does quite a lot of damage as well.
Unless a hornet model can be found, you my want to make hornets out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Hornet
Phil
25673+5343-21180


ENEMY`'S WS    12345678910

Hornet2333334444



Special Rules (Hornet) : Attacks with Ballistic Skill. Fly. Sting (3D6).


 

Hornsaw Unicorn

A particularly violent and temperamental breed of unicorn, the hornsaw is so-called because of its saw-like horn. They are intelligent, just like normal unicorns, but they are also fiercely territorial. It is believed that the hornsaw is actually a half-breed of normal unicorns and an even more ferocious breed found deep within forests. However, this theory has never been proved beyond a few reports of larger hornsaw sightings.
Adapt a normal unicorn model.


NameWMWSBSSTIAArmDamGold (Each)
Hornsaw Unicorn
Phil
2885-6442-3580


ENEMY`'S WS    12345678910

Hornsaw Unicorn2333444444



Special Rules (Hornsaw Unicorn) : Fear 7. Frenzy 5+. Immunity (Poison, Disease, Charm).



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)).

 

Huror

The huror, or ice bear, is a huge polar bear able to live in the coldest of conditions. Legends have it that when a huror has reached old age it seeks out almighty heroes to do battle with. The hero that kills it will often use the bear’s skin as a cloak, and this allows him to stay alive in very cold climates. Once he has died, a warrior who has worn the coat of an ice bear he has killed will be reborn as a new huror (replacing the one he killed).
Any large bear painted white will do.


NameWMWSBSSTIAArmDamGold (Each)
Huror
Phil
8086-8414-44700


ENEMY`'S WS    12345678910

Huror2333344444



Special Rules (Huror) : Brr!. Glue. Ignore Armour N/A. Terror 13.



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.


GLUE

Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack


IGNORE ARMOUR n+

This creature's attacks simply automatically ignore all armour, unless it is magical. They ignore magical armour on a roll of n+ to hit (if n+ is N/A then this creature cannot ignore magical armour).

 

Hydra

The Hydra is a many headed monster with a scaly, reptilian body. Its serpentine heads belch out smoky flame, but they can also attack by biting enemies with their sharp teeth, and crushing them in the coils of their necks. Their bodies are low and squat, heavily muscled and covered with thick scales which are as hard as iron.

NameWMWSBSSTIAArmDamGold (Each)
Hydra
Roleplay book
7063-56(9)3534D62250


ENEMY`'S WS    12345678910

Hydra2344445556



Special Rules (Hydra) : Breathe Fire 4 (Ambush A). Ignore Blows 5+. Ignore Pain 7. Large Monster. Magic Weapon. Never Pinned. Terror 11.


 

Ice Basilisk

A distant relative of the ordinary basilisk, the ice basilisk is snow white and has a gaze that can freeze victims solid, rather than turn them to stone.
A normal basilisk model painted white will suffice.


NameWMWSBSSTIAArmDamGold (Each)
Ice Basilisk
Phil
404/3*5-6433-31380

*Swimming.

ENEMY`'S WS    12345678910

Ice Basilisk2333444444



Special Rules (Ice Basilisk) : Fear 10. Freeze!. Immunity (Cold).



FREEZE!

Any warrior that attacks the ice basilisk does so under similar rules to 'Petrify'. They are at -2 to hit, and if a natural 1 to hit is scored, the warrior gets caught in the basilisk's gaze, starts to freeze and is at -1 movement for the rest of the combat. If movement ever reaches 0, the warrior is frozen in ice and beyond all healing. A warrior frozen in ice is counted as prone, and may do nothing until he has thawed out, which he does three turns after the combat has ended.
This monster also has a natural magic resistance of 5+, and if their resistance roll is a 6, then their gaze is turned on the caster, causing the above effects.


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)).

 

Ice Lizard

The ice lizards are blue and a cold chill emanate from them. They spend most of their lives underground, or in cold and icy regions.
A harpy model painted blue can be used as an ice lizard.


NameWMWSBSSTIAArmDamGold (Each)
Ice Lizard Dragon
Phil
706/10*5-7624-54510

*Flying.

ENEMY`'S WS    12345678910

Ice Lizard Dragon2333444444



Special Rules (Ice Lizard Dragon) : Breathe Ice (as Breathe Fire) 3. Fear 11. Fly. Magic Resistance 3+.


 

Ice Troll

These trolls are made completely of snow and ice, and inhabit only the most freezing areas of the world.

NameWMWSBSSTIAArmDamGold (Each)
Ice Troll
Phil
20636+6313-42130


ENEMY`'S WS    12345678910

Ice Troll2344445556



Special Rules (Ice Troll) : Fear 10. Immunity (Ice, Cold, Water). Only Effected by Magical Weapons. Regenerate 2. Weakness (Fire Heat).



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)).


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).

 

Ice Weasel

Ice weasels are scavengers by nature, and ferocious ones at that. They will defend other members of their pack, as well as any food they happen across, with wild abandon, not caring much for how large the creature they are attacking is.
Any small, furry creature painted white will do. Perhaps you could make one.


NameWMWSBSSTIAArmDamGold (Each)
Ice Weasel
Phil
83/2*2-2381-150

*Swimming.

ENEMY`'S WS    12345678910

Ice Weasel3444556666



Special Rules (Ice Weasel) : Poison. Resistance (Cold).



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)).

 

Imp

Ever wondered whom it is that does all the dirty work down dungeons? Clearing bodies (in the absence of a gelatinous cube), laying traps, mining gold, fetching arms, and even digging the damn things out in the first place - these are the jobs of the imp! While physically weak, a whole group of them could easily fell an almighty hero, and a wizard could have some problems using his spells against them.
Snotlings would make rather effective imp models, though you might want to arm the snotling models with miniature picks. You could paint them all variety of colours (anything within the magic spectrum really), although tradition would have them painted a murky green colour, with totally black eyes.


NameWMWSBSSTIAArmDamGold (Each)
Imp
Phil
3516+1121-110


ENEMY`'S WS    12345678910

Imp4456666666



Special Rules (Imp) : Ambush. Gang Up. Made of Mana.



MADE OF MANA

Some creatures are born on the winds of magic, and made out of pure mana, and thus casting spells on them rarely works. Each time one of these creatures is hit by a spell that would usually wound it, roll 1D6. On a 3+ these wounds are added onto its own, healing it, and perhaps taking it above its starting wounds. Healing spells have normal effect on these creatures, and may not take them above their starting wounds or heal wounds beyond the original starting wounds score, as healing does not affect mana in the same way that offensive spells do. If a creature made of mana ever reaches four times its starting wounds score, then it splits in two, and two creatures are born from it (both of which start on normal starting wounds).

 

Iron Tusker

These creatures appear to be a rather scarred breed of boar, but in fact they thought to be the physical manifestation of a curse cast in long years gone by. They move like shadows in the forest, and are much tougher than they look, sometimes able to totally repel magic weapons as well as normal ones. There is a legend that dictates that if you eat part of the heart of this animal you will forget all fear.
I’m not sure where you could get a wild boar model, but if you can then it should need no conversion to be used to represent an iron tusker.


NameWMWSBSSTIAArmDamGold (Each)
Iron Tusker
Phil
7287-7624-35300


ENEMY`'S WS    12345678910

Iron Tusker2333334444



Special Rules (Iron Tusker) : Defence vs. Weapons.



DEFENCE VS WEAPONS

Any non-magical weapon that hits a creature with this ability inflicts only half damage. Also, after each hit roll 1D6. On a 5+ the weapon shatters!
Any magical weapon that hits a creature with this ability inflicts full damage, but all magical bonuses (additions to strength, DD, to hit roll etc...) are ignored. Also, after each hit roll 1D6. On a 6+ the weapon loses one magical bonus (i.e. +3 strength becomes +2 strength). If a magical weapon loses all of its magical bonuses, then the weapon loses its title as "magical", and next time it will shatter on a 5+.

 

Kamil

The kamil are snake-men. The top half of their body is human, but instead of legs they have long snake bodies. They are a tribal species, and only inhabit the deepest, darkest forests.
Death Rattle
Death rattles are the entertainers of the kamil tribes. They perform strange dances, which lull the other kamil into a deep, peaceful sleep. They are rarely male.
Convert human models to represent kamil.
Eye Killer
The eye killers are kept as pets by the kamil tribes, and are actually bats with snake bodies. Their wings are too small to lift them into flight, and their eyes are always wide open and staring.
Convert bat models to represent kamil.
Kamil
The kamil are snake-men. The top half of their body is human, but instead of legs they have long snake bodies. They are a tribal species, and only inhabit the deepest, darkest forests.
Vyper
The vypers are the chiefs of the tribes. Every tribe has at least one vyper to command the other kamil during battle.
Convert human models to represent kamil.

NameWMWSBSSTIAArmDamGold (Each)
Death Rattle
Phil
15556+4351-2170
Kamil
Phil
30555+5462-3510
Eye Killer
Phil
1057-4423-3780
Vyper
Phil
40564+6573-31180


ENEMY`'S WS    12345678910

Death Rattle2333444444
Eye Killer2333334444
Kamil2333444444
Vyper2333344444



Special Rules (Death Rattle) : Eerie Dance. Poison.

Special Rules (Eye Killer) : Constrict. Draw Power from Light.

Special Rules (Kamil) : Constrict. Poison.

Special Rules (Vyper) : Petrify. 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.


DRAW POWER FROM LIGHT

For every source of light (not including the ability to see in the dark) in the same room as the eye killer, the eye killer gets plus 1 strength.


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.

 

Keffiz

These dark canine creatures have steel fangs and claws, and are intelligent enough to hunt enemies for their master on their own. They are used be evil creatures as attack dogs because they are incredibly good at following orders, and can also charm any other dog they meet into joining them in their hunt.
Any wolf or dog model painted black can be used.


NameWMWSBSSTIAArmDamGold (Each)
Keffiz
Phil
3264-5452-2390


ENEMY`'S WS    12345678910

Keffiz2334444455



Special Rules (Keffiz) : None.


 

Killer Bee

The killer bee has existed for centuries. They are not particularly dangerous, but many would try to avoid them.
Unless a bee model can be found, you my want to make killer bees out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Killer Bee
Phil
5655+3221-2220


ENEMY`'S WS    12345678910

Killer Bee2333444444



Special Rules (Killer Bee) : Attacks with Ballistic Skill. Fly. Sting (1D6).


 

Kromeball

These are the stronger and slightly bigger versions of the krusher. Their skin is jet black instead of purple.
Make this monster out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Kromeball
Phil
5034-6534-52540


ENEMY`'S WS    12345678910

Kromeball2334444455



Special Rules (Kromeball) : Terror 5.


 

Krusher

Krushers are odd-looking beasts. They are big inflated spheres of purple, rubbery skin with two tiny eyes, a huge mouth and two arms. They move by bouncing along the floor.
Make this monster out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Krusher
Phil
4033-6423-41250


ENEMY`'S WS    12345678910

Krusher2344445556



Special Rules (Krusher) : Fear 11.


 

Lammasu

Believed to be a rare mutation of the Great Taurus, the Lammasu is a winged beast with the body of a vast bull and a monstrous face. Rather than air it breathes raw magic, and its poisonous breath is known as a Sorcerous Exhalation.

NameWMWSBSSTIAArmDamGold (Each)
Lammasu
Roleplay book
5066-6763-4D62000


ENEMY`'S WS    12345678910

Lammasu2333344444



Special Rules (Lammasu) : Faerie Magic 3. Flaming Death. Fly. Sorcerous Exhalation.



FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).


SORCEROUS EXHALATION

A Lammasu breathes out whirling tendrils of magic that provide protectionagainst magical attacks. All attacks made with a magical weapon against a Lammasu have a -2 modifier on the to hit roll.

 

Lava Child

The lava children were created when a union between fire and earth spirits was made. They are large humans, with muscles like that of the barbarians, but they always wear frighteningly happy smiles.
A barbarian model can be used to represent a lava child.


NameWMWSBSSTIAArmDamGold (Each)
Lava Child
Phil
50455+65(6)33142330


ENEMY`'S WS    12345678910

Lava Child2333444444



Special Rules (Lava Child) : Fear 10. Immune to Metal Weapons.



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)).

 

Lepidoptera

Some giant bats live in a huge community known as the bat hives. They are fast becoming a species apart from bats, for they hunt, give orders, and fight to keep each other alive. Who knows? May be one day the Lepidoptera will become as advanced as mankind… maybe even humans will form an alliance with them, and summon them in times of danger with a giant bat signa… nah!
All of the bats can be represented by (surprise!) bats!

Dark Wing
These are the commanders of the bat hive warriors. They are too lazy to go into battle that often, and even when they do participate in combat, they prefer to sit back and watch rather than fight for them.
Darkbat
These bats hunt for the other bats. They are considered expendable, and hardly missed if killed, since some of the other bats eat them themselves.
Doombat
Doombats are not as intelligent as the other lepidoptera, but due to their size and ferocity, the dark wings never challenge them. Doombats fight when they feel like it, often bullying or picking off some of the darkbats for food.
Killerbat
These are the lords of the lepidoptera. They are extremely large, and there are few of them. They are not even challenged by the doombats.
Piterin
The piterin, or ‘bat devils’ as human society has come to call them, are a tall, bat-like people who live in colonies, with the most intelligent female in charge. They have an unfair reputation as ‘devils’, and many humans believe that they purposefully s
Vampyre
These bats are the fighters of the bat hives. The dark wings command them. Their fangs drip with a poisonous liquid.

NameWMWSBSSTIAArmDamGold (Each)
Darkbat
Phil
762-3232-150
Piterin
Phil
103/1*/8**36+4352-1140
Vampyre
Phil
1763-4332-2250
Dark Wing
Phil
2564-5443-2700
Doombat
Phil
3065-6533-31230
Killerbat
Phil
4066-7554-33560

*Climbing
**Flying.

ENEMY`'S WS    12345678910

Dark Wing2334444455
Darkbat3444556666
Doombat2333444444
Killerbat2333344444
Piterin2344445556
Vampyre2344445556



Special Rules (Dark Wing) : Fear 7. Fly. Summon Darkbats.

Special Rules (Darkbat) : Fear 3. Fly.

Special Rules (Doombat) : Fear 8. Fly.

Special Rules (Killerbat) : Fear 10. Fly.

Special Rules (Piterin) : Fly.

Special Rules (Vampyre) : Fear 5. Fly. Poison.



SUMMON DARKBATS

Once per turn roll 1D6. On a 5+ one darkbat is summoned.

 

Li Lung

Li lung, the oriental “earth dragons”, have a lion’s body and a dragon’s head. They also have huge wings, which they tuck away while dwelling in their underground abodes.
A large lion model with a converted head and wings can be used as a li lung.


NameWMWSBSSTIAArmDamGold (Each)
Li Lung
Phil
906/16*/2**7-9864-75490

*Flying.
**Swimming

ENEMY`'S WS    12345678910

Li Lung2333334444



Special Rules (Li Lung) : Burrow (1/6). Fly. Immunity (Earth Pit). Large Monster. Terror 15.



BURROW (n/n1)

This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.


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)).

 

Lokjaw

These resemble meaner versions of gargoyles. Their skin is also smooth instead of made of stone. They are purple in colour.
Any winged daemon model would do as a lokjaw.


NameWMWSBSSTIAArmDamGold (Each)
Lokjaw
Phil
20636+5452-3540


ENEMY`'S WS    12345678910

Lokjaw2344445556



Special Rules (Lokjaw) : Fear 7. Fly. Paralysis.


 

Manticore

The Manticore is a gigantic lion-like monster with large leathery wings and aspiked tail. They are devastating fighters, attacking with raking claws and long, sharp teeth.

NameWMWSBSSTIAArmDamGold (Each)
Manticore
Roleplay book
5066-7744-4D62000


ENEMY`'S WS    12345678910

Manticore2333344444



Special Rules (Manticore) : Fly. Manticore Sting (Ambush, Magic A). Terror 11.



MANTICORE STING

During the Monsters' Phase, in addition to making its normal attacks and afterit has moved, a Manticore may make a special poisonous Sting attack. Each Warrior adjacent to the Manticore is automatically hit and suffers 3D6 Wounds, modified for armour and Toughness. As this attack is poisonous. all the rules for the Poison Special Ability also apply.

 

Mantoro

This bigger, meaner type of minotaur is extremely rare, and some claim that it is a relative of the mighty yeti.
Simply use a minotaur model to represent mantoro.


NameWMWSBSSTIAArmDamGold (Each)
Mantoro
Phil
50456+6721-51240


ENEMY`'S WS    12345678910

Mantoro2333444444



Special Rules (Mantoro) : Fear 10.


 

Meazel

These small, scrawny, human-like creatures are mean, evil and adept at thieving. They lurk around any corner, down any shaft, under any cloak, and in any shrub or bush. Their skin colour is sometimes like that of an orc, although older meazels are a dark shade of grey. All meazels carry an irritating, non-contagious skin rash. Nobody knows how this peculiar disease came about. Some think it was a punishment from the gods. Some think that it was somehow transmitted from one of their victims, when they went out on a large death-raid centuries ago.
Since meazels wear long cloaks to hide their rashes, any cloaked assassin model will suffice as a meazel.


NameWMWSBSSTIAArmDamGold (Each)
Meazel
Phil
20573+54(5)35144360


ENEMY`'S WS    12345678910

Meazel2333334444



Special Rules (Meazel) : None.


 

Mephit

???
Fire Mephit
Like all mephits, the fire mephit is about five foot tall and bares fangs, and has wings. It is also evil, and has a high, shrill voice, as per usual. Fire mephits all breathe flames, and are made of fire.
A fire elemental model can be used to represent a mephit.
Lava Mephit
Lava mephits constantly ooze lava, as if perspiring, and generate an immense amount of heat around them. Non-magical weapons that hit them perish and melt.
Lava mephits must be made by dripping molten metal into form or from green stuff.
Smoke Mephit
Smoke mephits are black, sooty and stream with smoke. They avoid light, and will inhabit dark, and preferably smoky, areas.
Blackened cotton wool can be used to represent a smoke mephit.
Steam Mephit
Steam mephits are a grey-blue in colour, and spit boiling hot water at their foes. They, like the lava mephits, look like they are perspiring, except that these mephits ‘perspire’ hot water, and not lava.
Cotton wool can be used to represent a smoke mephit.
Water Mephit
Water mephits are blue, and spit icy-cold water at their foes. Unlike normal mephits, they have no definite form that they keep to, but often take on normal mephit form in order to simplify things.
A water elemental model can be used to represent a mephit.

NameWMWSBSSTIAArmDamGold (Each)
Steam Mephit
Phil
351665+2243-2840
Water Mephit
Phil
301665+2243-2840
Smoke Mephit
Phil
301665+3243-2970
Fire Mephit
Phil
351665+4344-32080
Lava Mephit
Phil
301665+5443-42150


ENEMY`'S WS    12345678910

Fire Mephit2333344444
Lava Mephit2333344444
Smoke Mephit2333344444
Steam Mephit2333344444
Water Mephit2333344444



Special Rules (Fire Mephit) : Breathe Fire 3. Fly.

Special Rules (Lava Mephit) : Breathe Lava 3 (as Breathe Fire). Fly. Only Effected by Magical Weapons. Perish NM Blade.

Special Rules (Smoke Mephit) : Breathe Smoke 3 (as Breathe Fire). Dying Cough. Fly.

Special Rules (Steam Mephit) : Fly. Spurt Water 3 (as Breathe Fire).

Special Rules (Water Mephit) : Fly. Spurt Water 3 (as Breathe Fire).



DYING COUGH

When a smoke mephit dies it causes 2D6 wounds on its killer (no deductions), as it coughs up a ball of flame.


PERISH NM BLADE

All non-magical blades or weapons that hit a creature with this skill cause no damage and are destroyed totally.

 

Minotaurs

Minotaurs are large creatures, and have the torso of a hugely muscled human, but the horned head of a wild bull. Their immense faces are broad, squat and evil, with beady eyes, jutting fangs and snorting, flared nostrils.

NameWMWSBSSTIAArmDamGold (Each)
Minotaur
Roleplay book
15644+4432-2D6440
Minotaur Champion
Roleplay book
34653+54(5)4313D61100
Minotaur Hero
Roleplay book
48662+55(7)5423D6 / 4D6 (5+)2400


ENEMY`'S WS    12345678910

Minotaur2334444455
Minotaur Champion2333444444
Minotaur Hero2333344444



Special Rules (Minotaur) : Fear 5.

Special Rules (Minotaur Champion) : Fear 6. Magic Weapon.

Special Rules (Minotaur Hero) : 2 x Magic Item. Fear 9. Magic Weapon.


 

Miser Jackal

The miser jackal gets its name from its habit of hoarding metal items and treasure that it can steal off of passers by. It is often too scared to fight, and so will lure warriors towards bigger foes who can aid the jackal in ridding the warriors of their possessions.
You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Miser Jackal
Phil
453-2341-130 plus any stolen items are returned


ENEMY`'S WS    12345678910

Miser Jackal2344445556



Special Rules (Miser Jackal) : Poison. Steal (3+).



STEAL (n+)

Some creatures are stealthy enough to steal equipment off of the warriors. The item stolen will always be the most valuable (if there are two items of the same value, then the smaller of the two... if there is still confusion, then the warrior decides). An item is stolen if the warrior is hit by the creature.
If, at the beginning of a Monsters' Phase, the creature has a stolen item, it will then attempt to flee. It can break pinning on a roll of n+ (or automatically, if n+ is A), and is considered gone forever once at least one complete board section stands between it and the other warriors. If the creature moves into a new board section, that section is revealed, and all events in the room are triggered. On a roll of 4+, monsters in the room ignore the thieving creature, but otherwise, they will attack it as if it were a warrior.
If the warriors catch the creature and kill it, then all stolen items are returned.

 

Mock Dragon

In an attempt to avoid dragon-slayers eradicating the entire species, the most intelligent of the dragons decided to use magic to tamper with the genetic structure of a few species of large lizards, giving them two large back fins (mock wings) and similar scale patterns to existing dragons. This has worked out best for all concerned. Dragons are not extinct yet, and this in turn has kept dragon-slayers in a job. Another clear advantage to mock dragons is that, while they are formidable opponents, they are considerably weak in comparison to the real thing, meaning less dragon-slayers become dragon-snacks.
The giant lizard steeds of the lizardmen would probably serve as mock dragons, although if you’re really keen you could add an extra fin.


NameWMWSBSSTIAArmDamGold (Each)
Mock Dragon
Phil
424/2**4-5422-3420

**Swimming

ENEMY`'S WS    12345678910

Mock Dragon2334444455



Special Rules (Mock Dragon) : Fear 10. Large Monster. Poison.


 

Mountain Giant

These giants live high in the mountains, able to crush all opposition. However, let us not forget the story of David and Goliath! Have any of the warriors got a slingshot? No? Any of them called Dave? No, I thought not. Their doomed after all then!

NameWMWSBSSTIAArmDamGold (Each)
Mountain Giant
Phil
60855+85(7)74254490


ENEMY`'S WS    12345678910

Mountain Giant2333444444



Special Rules (Mountain Giant) : Giant Attacks. Large Monster. Terror 14.



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.

 

Muskhorn

Well known for its somewhat less than enchanting musk, the muskhorn is a large ox-like creature, far too aggressive to be used as a beast of burden. They are particularly revered by steppe trolls, who regard killing one as a rite of manhood.
Not sure if you can easily get oxen models, but you might be able to convert a horse… perhaps… Ah, what do I care! I never use the correct miniatures anyway - far too expensive!


NameWMWSBSSTIAArmDamGold (Each)
Muskhorn
Phil
8356-8614-44000


ENEMY`'S WS    12345678910

Muskhorn2333344444



Special Rules (Muskhorn) : Musk.



MUSK

Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.

 

Nightstalker

It is said that at one point a group of scavengers ventured into an area that was so dark that even they could not see. After centuries of evolution these slugs developed a red glow, and their limited spell casting abilities developed. Finally, a cave slug that was strong enough to take real warriors existed.
A nightstalker should be made out of green stuff unless a slug model can be found.


NameWMWSBSSTIAArmDamGold (Each)
Nightstalker
Phil
3534-4551-2250


ENEMY`'S WS    12345678910

Nightstalker2334444455



Special Rules (Nightstalker) : Earth Magic 2.


 

Ogre

Ogres stand twice as tall as a man, with massive muscles, jutting jaws and thick bony foreheads. Once an Ogre decides to act it is all but unstoppable!

NameWMWSBSSTIAArmDamGold (Each)
Ogre
Roleplay book
13635+4532-1D6 / 2D6 (5+)400


ENEMY`'S WS    12345678910

Ogre2344445556



Special Rules (Ogre) : Fear 5.


 

Ogre Trainee

An ogre trainee is a young ogre who has aspirations of being a mercenary when he is older. He has started battle training, but is not yet proficient.
Any ogre model can be used to represent an ogre trainee.


NameWMWSBSSTIAArmDamGold (Each)
Ogre Trainee
Phil
6626+4521-1300


ENEMY`'S WS    12345678910

Ogre Trainee3444556666



Special Rules (Ogre Trainee) : Fear 4.


 

Oozes

Here are listed some of my favourite monsters - oozes. There are various types of oozes which plague the Warhammer World’s darker and danker dungeons. Some might even venture to the surface, while most are too cowardly to go anywhere far from their underground homes. Oozes attack like plagues, preferring attacking in swarms rather than as solitary hunters.
All of the oozes can be made out of molten metal dripped into form or by green stuff.

Acid Ooze
A sickly yellow-green in colour, the acid ooze secretes acid out of its body, burning the skin of its prey with a hiss down into edible slime.
Angler Ooze
The angler ooze shines like a glowworm, attracting insects towards its sticky tendrils, to be devoured slowly by its acidic body. The largest of these oozes, however, are not satisfied with insects, and place themselves in places where larger animals will investigate their strange glow. When not shining (i.e. during daylight) they are a brick red colour.
As with most oozes, you can create an angler ooze out of green stuff or by dripping molten metal onto a base. Angler oozes are supposed to have one or two tendrils coming out of them, but it’s not terribly important to represent these.
Blue Ooze
The blue oozes, like the red oozes, also tap into the winds of magic to slay threats and hunt for food. Blue oozes tend to live in very cold and damp places.
Bubbling Ooze
Bubbling oozes attack by bubbling over and then ‘sliming’ their opponents. Despite its ‘boiling’ appearance, bubbling oozes are not hot.
Cave Moth
Almost transparent, the cave moth is a common hazard for warriors in early training, appearing at first glance, as it clings to the wall, as nothing more than a wet brick. It is silent, it is airborne and it is deadly! By releasing gasses it can propel itself through the air, and tracing the movement of breath in the air, it can position itself right above the head of a potential meal, drop onto it and slowly suffocating the creature.
Cave moths are almost transparent, and, therefore, need not be represented on the board.
Cave Shrike
Clinging silently to the ceiling, its three large eyes fixed on the dungeon floor below; the cave shrike prepares to attack! Suddenly, hundreds of tentacles clasp the hapless warrior beneath it, and he is lifted quickly into the air. His companions look about, panicked! Where has their friend gone? THUD! The cave shrike drops the warrior, causing serious damage. The warrior, dazed, slowly gets to his knees, clasping his broken arm. The tentacles stretch out again, preparing for another assault.
No need to represent a cave shrike - it lives mostly on the ceiling or on dungeon walls.
Cold Slime
Some believe cold slime to be the result of an ooze breeding with a water elemental. Some believe that the slime is a water elemental, just in a semi-solid form. Either way, it does not matter, as most warriors mistake the slime for a thin covering of ice on the floor anyway, and either walk around it and think nothing more of it, or tread on it and perish before they can work out what has hit them.
You may just want to use some cellophane, to be honest.
Crystal Ooze
Another rarer ooze, the crystal ooze is hardly ever seen because it likes to live in dark, dank caverns, which even the bravest warriors will not venture forth into. Its crystal clear appearance means that sometimes can jump it’s victims, but, unfortunately, due to it’s habit of not moving for months, years or even decades, apart from the occasional reach forward to grab food, its movement has de-evolved making it painfully slow.
Dark Jelly
Of all of the common oozes, this is the strongest. Dark in colouring, and slightly translucent, the dark jelly cannot be fought off by farmers like its weaker cousins.
Driffid
These are hydrax elders. Driffids are orange and have red tentacles. They have become skilled in scattering sleep dust at their enemies.
Dripping Ooze
The dripping ooze lives on the ceilings of caves, where it can drip its slime onto the hapless creatures below.
Enveloper
Envelopers, which are only slightly related to the common oozes, eat living things (not plants) and then take their skills and strengths. They also have the same beliefs as their last meal (for example, if one ate a priest of Sigmar, it would become goodly and lawful).
Gelatinous Cube
While not actually an ooze, the gelatinous cube is a distant relative of all oozes. Gelatinous cubes will eat anything.
Giant Ooze
When two morphing oozes combine, a giant ooze is created, with one mind, one body and one huge appetite.
Huge Ooze
Huge oozes hate humans, though no-one seems to know why. If a huge ooze has the choice between eating a large ogre and a weedy human, it always chooses the latter.
Hydrax
These aren’t strictly oozes, but they do bear distant relationships with them. They appear as green blobs of gel with purple tentacles. Their main weapon is their bags of sleeping dust that they always carry with them.
Morphing Ooze
Morphing oozes combine into giant oozes, improving their strength and power. A single morphing ooze is quite weak.
Old Ooze
Once an ooze has lived its life it loses its colouring and turns grey. By the end of its life it has realised its potential and has mastered spell casting.
Red Ooze
The red ooze is one of two spell-casting oozes. All oozes have the potential of using magic, but few realise that potential until they are aged.
Slimy Ooze
The slimy ooze is the most common of the oozes. It is usually green and... Well... slimy... Erm... Anyway...
Upper Ooze
The upper ooze is the second most common ooze, and the only one to prefer to live above ground, instead of in caves.
Vile Ooze
The red vile oozes are smaller versions of the more common bubbling ooze. They are weak and hardly ever seen, for their lack of strength means that other, larger oozes tend to eat them... eww!
Yellow Ooze
The yellow ooze can join with another of its kind to become a terrifying huge ooze, almost three times the size of one yellow ooze.

NameWMWSBSSTIAArmDamGold (Each)
Enveloper
Phil
*5******-* (500 x dungeon level) gold each
Slimy Ooze
Phil
3626+2311-120
Upper Ooze
Phil
4435+3421-130
Red Ooze
Phil
8524+2251-190
Blue Ooze
Phil
9524+2261-1110
Cave Moth
Phil
51/2**2-Sp211-Sp120
Dark Jelly
Phil
10544+5332-1150
Vile Ooze
Phil
10535+4321-2170
Morphing Ooze
Phil
30436+4342-2180
Angler Ooze
Phil
16226+5212-2220
Cold Slime
Phil
281/1***4-5311-Sp290
Bubbling Ooze
Phil
15633+5422-2350
Cave Shrike
Phil
603/3***6-6211-61150
Hydrax
Phil
3034-4532-31230
Yellow Ooze
Phil
45546+5433-31740
Dripping Ooze
Phil
25543+6343-32480
Acid Ooze
Phil
50335+3334-53490
Giant Ooze
Phil
60366+8634-44080
Driffid
Phil
4535-5653-44180
Crystal Ooze
Phil
55156+6394-54490
Huge Ooze
Phil
90486+10826-65030
Gelatinous Cube
Phil
8036-102104-55180
Old Ooze
Phil
60223+3275-25500

*See below
**Flying
***Climbing

ENEMY`'S WS    12345678910

Acid Ooze2344445556
Angler Ooze3444556666
Blue Ooze3444556666
Bubbling Ooze2344445556
Cave Moth3444556666
Cave Shrike2333344444
Cold Slime2334444455
Crystal Ooze2333444444
Dark Jelly2334444455
Driffid2333444444
Dripping Ooze2334444455
Enveloper**********
Gelatinous Cube2333344444
Giant Ooze2333344444
Huge Ooze2233333444
Hydrax2334444455
Morphing Ooze2344445556
Old Ooze3444556666
Red Ooze3444556666
Slimy Ooze3444556666
Upper Ooze2344445556
Vile Ooze2344445556
Yellow Ooze2334444455



Special Rules (Acid Ooze) : Secrete Acid.

Special Rules (Angler Ooze) : Dazzle (6+). Paralysis. Secrete Acid.

Special Rules (Blue Ooze) : Blue Ooze Magic 1.

Special Rules (Bubbling Ooze) : Bubble Attacks.

Special Rules (Cave Moth) : Ambush, Magic 6+. Fly. Smother.

Special Rules (Cave Shrike) : Ambush, Magic A. Weakness (Lightning).

Special Rules (Cold Slime) : Brr!. Smother.

Special Rules (Crystal Ooze) : Ambush 6+.

Special Rules (Dark Jelly) : None.

Special Rules (Driffid) : Sleep Dust (5+).

Special Rules (Dripping Ooze) : Drip Attacks.

Special Rules (Enveloper) : Food = Wounds. Stats Determining.

Special Rules (Gelatinous Cube) : Clean. Half-Digested. Large Monster.

Special Rules (Giant Ooze) : Large Monster.

Special Rules (Huge Ooze) : Hate Humans. Large Monster.

Special Rules (Hydrax) : Sleep Dust (6+).

Special Rules (Morphing Ooze) : Morph.

Special Rules (Old Ooze) : Blue Ooze Magic 1. Old Ooze Magic 1. Past Life. Red Ooze Magic 1.

Special Rules (Red Ooze) : Red Ooze Magic 1.

Special Rules (Slimy Ooze) : None.

Special Rules (Upper Ooze) : None.

Special Rules (Vile Ooze) : Bubble Attacks.

Special Rules (Yellow Ooze) : Yellow Morph.



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.


BUBBLE ATTACKS

The bubbling ooze attacks by bubbling itself onto the opponent. This means that it rolls against BS to hit.


CLEAN

A gelatinous cube's roll in life is to clean up all of the dead bodies of humans and monsters that lie about the dungeon. They are 2 by 2 squares big, so they cannot miss the tiniest spot of blood. In fact, usually no dungeon is without one, but because they are transparent, only freak encounters occur. When warriors near a gelatinous cube they can see it and it can see them. However, gelatinous cubes often mistake living warriors (and monsters!) as dead ones. They therefore sometimes attempt to digest the living and 'clean up' the room. This means that whenever a warrior is hit, you should roll 1D6 to see whether the Gelatinous Cube has attempted to eat him:

1

Ignore the hit 
The gelatinous cube has found some blood stains that it wants to digest.

2-4   

Take the hit as normal.

5

Ignore the hit 
The gelatinous cube has stolen one item of equipment and is attempting to digest it. Each turn until it is dead, roll 1D6. The item is digested on a 5+, or a 6+ if it is magical. If the item is a potion, food substance or scroll it is lost automatically

6

The gelatinous cube has mistaken you for its real prey. Ignore toughness!

All items digested are lost.


DAZZLE (n+)

Every time this creature hits with a roll of n+, it has dazzled its target. A warrior who is dazzled is at -1 To Hit for the next warriors phase. This ability is not cumulative.


DRIP ATTACKS

Dripping oozes have learnt how to attack from the ceiling. They have also forgotten how to attack any other way, thus they live upside down. This means they roll against BS to hit and it also means that they are hit at -1 on the hit roll.


FOOD = WOUNDS

For every victim the enveloper has eaten he gains 20 wounds permanently (up to 120). Each enveloper starts its life with 20 wounds. When the warriors meet an enveloper it will have eaten (half the dungeon level (rounding up)) victims.


HALF-DIGESTED

It sometimes happens that the gelatinous cube has just eaten and there are still items of treasure in him. Each time one is killed roll 1D6.

1-3    

You find no treasure at all - it has all been digested (except any items he might have tried to digest (but failed) this combat).

4-5

You find treasure as normal.

6

You find 1D3 extra treasure cards.

If any of these cards are food or drink or made of paper (e.g. exotic foods, potions and scrolls) then discard them.


MORPH

Morphing oozes can come together to form a giant ooze. For this to happen, two must be standing next to each other at the beginning of the monster's phase. The morph takes an entire turn, so they may not do anything else. However, because a giant ooze takes up four spaces, instead of just two, any additional spaces needed will be taken, pushing all of the warriors and other monsters out of the way. If this can't be done then the morph cannot take place. Once the morph is complete, the giant ooze is put on the board. It is on full wounds, even if the two original oozes had lost wounds.


PAST LIFE

An old ooze has lived the majority of its life and, therefore, picked up a few tricks. One of these is old ooze magic. The other depends on what the old ooze was before he became very old. Stats are always the same, unless specified. To determine this, roll 4D6 on this table:

4

Giant Ooze
Gains 'Large Monster', Movement = 1

5

Crystal Ooze
Gains 'Ambush 6+'

6

Morphing Ooze
Gains 'Morph', but only with other old morphing oozes*

7

Red Ooze
'Red Ooze Magic' is now 2

8

Acid Ooze
Gains 'Secrete Acid'

9

Cold Slime
Gains 'Smother' and 'Brr!'

10

Bubbling Ooze
Gains 'Bubble Attacks'

11-12    

Upper Ooze
No effect

13-14

Slimy Ooze
No effect

15-16

Dark Jelly
No effect

17

Cave Moth
Gains 'Fly', 'Ambush, Magic 6+' and 'Smother'

18

Vile Ooze
Gains 'Bubble Attacks'

19

Angler Ooze
Gains 'Secrete Acid', 'Paralysis' and 'Dazzle (6+)'

20

Cave Shrike
Gains 'Ambush, Magic A' and 'Weakness (Lightning)'

21

Dripping Ooze
Gains 'Drip Attacks'

22

Blue Ooze
'Blue Ooze Magic' is now 2

23

Yellow Ooze
Gains 'Yellow Morph' but only with other old yellow oozes*

24

Huge Ooze
Gains 'Hate Humans' and 'Large Monster'


*If an old ooze morphs with another, their magic doubles and their stats change as follows: movement and initiative lose one point; ballistic skill remains the same; everything else doubles.


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+.


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.


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.


STATS DETERMINING

The enveloper keeps the stats (other than movement and wounds) of its last victim (roll once on the dungeon level table - the toughest monster). It also keeps its alignment, fears, pet peeves, etc. However, its next meal will change all of that. Skills possessed by the eaten, however, will be kept forever, although whether the enveloper will ever have the initiative enough to use them, who knows? Skills like magic resistance are not accumulative, so eating a man with MR 6+ and another with MR 5+ does not give MR 4+ (2 in 6, plus 1 in 6), but MR 5+ only.


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).


YELLOW MORPH

Yellow oozes can come together to form one huge ooze. For this to happen, two must be standing next to each other at the beginning of the monster's phase. The morph takes an entire turn, so they may not do anything else. However, because a huge ooze takes up four spaces, instead of just two, any additional spaces needed will be taken, pushing all of the warriors and other monsters out of the way. If this can't be done then the morph cannot take place. Once the morph is complete, the huge ooze is put on the board. It is on full wounds, even if the two original oozes had lost wounds.

 

Pan Lung

Pan lung, the oriental “coiled dragons”, are long and thin, and speak the same language as the shen lung. They have no wings but are able to fly by using a magical organ in their brain.
Coiled green stuff with small limbs and a head can be used as a pan lung.


NameWMWSBSSTIAArmDamGold (Each)
Pan Lung
Phil
758/8*/6**9-8776-55480

*Flying.
**Swimming

ENEMY`'S WS    12345678910

Pan Lung2223333344



Special Rules (Pan Lung) : Constrict. Large Monster. Terror 11.



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.

 

Plague Wretch

Plague wretches are the primary drinkers and dancers of the Blood Bayou carnival (from Swords and Sorcery’s ‘Scarred Lands’). They live only because their master, the dreadful Lord Quick, allows them to, and carry all manners of awful diseases. Though many were once skilled warriors and adventurers, few have much recollection of any skills or spells they once knew. Most are insane. The suicide rate among the plague wretches is higher than any other creature in the Bayou.
Any human model will do.


NameWMWSBSSTIAArmDamGold (Each)
Plague Wretch
Phil
15336+4311-2130


ENEMY`'S WS    12345678910

Plague Wretch2344445556



Special Rules (Plague Wretch) : Krewe (Plagues). Plague.



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.

 

Plaguecat

These are large cats that, unsurprisingly, carry the plague. They have developed a partial immunity to many diseases themselves, although they are often covered in unavoidable weeping sores and boils, and instead consider their infliction an advantage. Their bite, like the Komodo dragon’s, is so infectious that anyone they so-much as scratch is likely to be dead within a week. The plaguecat is a patient killer, and will often trail its victims for days waiting for them to drop dead of the bacteria in their bodies.
Any large cat model will do - paint it with greenish-brown fur, and perhaps bald in places to show disease.


NameWMWSBSSTIAArmDamGold (Each)
Plaguecat
Phil
289/3*5-4372-2280

*Climbing

ENEMY`'S WS    12345678910

Plaguecat2333444444



Special Rules (Plaguecat) : Diseased. Immunity (Disease). Plague.



DISEASED

Attacks from creatures with this ability inflict those they hit with a disease. A diseased warrior will lose one wound at the beginning of every Warriors' Phase (before magic) until he is healed by a magic spell or potion. Any non-magical means of healing (whether it be rations or a special skill) will not work on a diseased warrior, and any magic healing cast on such a warrior heals no wounds - it only removes the disease (and so a warrior will need two spells cast on him to remove the disease and heal him).


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)).

 

Rat Ogres

Rat Ogres are the most feared creations of the Skaven Clan Moulder. Devotedentirely to bloodshed, a Rat Ogre is a hugely muscled killing machine with the speed and ferocity of a Skaven Warrior.

NameWMWSBSSTIAArmDamGold (Each)
Rat Ogres
Roleplay book
2064-5552-2D6500


ENEMY`'S WS    12345678910

Rat Ogres2334444455



Special Rules (Rat Ogres) : Fear 5.


 

Ratroo

A strange combination of kangaroos and rats, these small mammals are timid, but become increasingly curious in larger groups. This curiosity can lead ratroos to become incredibly dangerous, as they can become agitated and attack in swarms. They are particularly interested by shining objects and people who they have never smelt before.
Create the small ratroos out of giant rat models by giving them slightly larger legs and thicker tails. If you can find rats that are rearing up on their hind legs, so much the better.


NameWMWSBSSTIAArmDamGold (Each)
Ratroo
Phil
341-1341-110


ENEMY`'S WS    12345678910

Ratroo4456666666



Special Rules (Ratroo) : Break. Gang Up. Immunity (Poison).



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)).

 

Retriever

Retrievers are summoned into existence by powerful daemons, and are, partly, daemons themselves. They are a huge twelve foot tall, and look like spiders with only six eyes; two eyes for seeing, and four eyes with magical glares of great power. They are primarily used to ‘retrieve’ people who have angered the summoner, either dead or alive, and it is from this task that they get their name.
A gigantic spider model would do as a retriever, though you may want to convert it slightly.


NameWMWSBSSTIAArmDamGold (Each)
Retriever
Phil
6087-8624-65580


ENEMY`'S WS    12345678910

Retriever2333334444



Special Rules (Retriever) : Daemonic -2. Fire Eye. Ice Eye. Large Monster. Lightning Eye. Terror 12. Transmutation Eye.



FIRE EYE

This eye can cast Firestorm once per battle. It succeeds on a 6+.


ICE EYE

This eye can cast Freeze! once per battle. It succeeds on a 6+.


LIGHTNING EYE

This eye can cast Chain Lightning once per battle. It succeeds on a 6+.


TRANSMUTATION EYE

This eye can cast Transmute once per battle. It succeeds on a 6+. A warrior may be turned back to flesh using the medicine, Alshline.

 

Rogues

All kinds of scoundrels will join monsters for money, and it is not uncommon to see rogues of this sort (from assassins to murderers, or from professional thieves to street con-artists) in league with orcs, dark elves or chaos warriors. This kind of scum always join a cause for a reason, however, and it is usually desire for wealth.
Any assassin or cloaked model could be used to represent a rogue. In fact, often the best rogues just look like ordinary people. I guess this is where your Mordheim monsters really come into their own.


NameWMWSBSSTIAArmDamGold (Each)
Rogue
Phil
8436+2251-125
Adept Rogue
Phil
15545+3362-1150
Mercenary
Phil
40453+64(5)4314690
Master Rogue
Phil
35654+4473-21610
Rogue Prince
Phil
45663+4484-34360


ENEMY`'S WS    12345678910

Adept Rogue2334444455
Master Rogue2333444444
Mercenary2333444444
Rogue2344445556
Rogue Prince2333344444



Special Rules (Adept Rogue) : Ambush 5+. Assassinate 6+.

Special Rules (Master Rogue) : Ambush 3+. Assassinate 5+. Weeping Blade.

Special Rules (Mercenary) : None.

Special Rules (Rogue) : Ambush 6+.

Special Rules (Rogue Prince) : Ambush, Magic A. Assassinate 4+. Weeping Blade.


 

Rumbler

Able to deceive prey as to its location by throwing its booming call, the rumbler is a large crocodilian creature that hunts in packs. They are lazy creatures, and prefer to lure prey towards them rather than chase their victims down.
Any crocodilian model will do.


NameWMWSBSSTIAArmDamGold (Each)
Rumbler
Phil
2444-4411-2310


ENEMY`'S WS    12345678910

Rumbler2334444455



Special Rules (Rumbler) : Ambush 6+. Lockjaw.



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.

 

Sand Burrower

These giant worm-like mammals get their name from their lifetime of (surprise!) burrowing through sand. They can often surprise victims by burrowing up through the sand below and attacking before their prey can detect the source of the slight tremors in the ground.
Create sand burrowers out of green stuff and paint them yellow.


NameWMWSBSSTIAArmDamGold (Each)
Sand Burrower
Phil
2656-6213-31240


ENEMY`'S WS    12345678910

Sand Burrower2333344444



Special Rules (Sand Burrower) : Ambush 2+. Burrow (8/0). Large Monster. Poison. Terror 10.



BURROW (n/n1)

This shows how far the creature can burrow through rock (n inches) and earth (n1 inches) in one turn. This may be used to create new passages, or for a swift escape.

 

Sandworm


Baby Sandworm
Sandworms newborns are incredibly weak and usually very hungry. This combination of hunger and frailty often leads them to stray from their nest while the mother sandworm is out hunting, allowing pest irradicators, hunters and the like to pick them off with ease, limiting the sandworm population.
It should be easy to construct sandworms out of green stuff. Paint them black, brown or orange.
Giant Sandworm
The male sandworm is much larger than even the mammoth mother sandworm, and is almost always found alone (unless it is in a duel with another male or mating with a female). Males roam from nest to nest, mating with females and devouring the young of other male-female pairings. A male never stays to protect its children, and can only recognise its offspring (and thus prevent inbreeding and devouring its own children) by smell.
It should be easy to construct sandworms out of green stuff. Paint them black, brown or orange.
Mother Sandworm
Mother sandworms chance to luck, abandoning their young for days at a time hunting for food for them. Unlike most sandworms, Mother sandworms swallow their prey whole, so that they can regurgitate entire bodies later for their children.
It should be easy to construct sandworms out of green stuff. Paint them black, brown or orange.
Sandworm
Sandworms may be weak as babies, but once they reach adulthood they are strong and dangerous opponents. They always devour their prey fully, leaving behind only the bones.
It should be easy to construct sandworms out of green stuff. Paint them black, brown or orange.

NameWMWSBSSTIAArmDamGold (Each)
Baby Sandworm
Phil
1042-4211-135
Sandworm
Phil
4043-6323-42210
Mother Sandworm
Phil
8063-8426-55380
Giant Sandworm
Phil
10084-10627-66370


ENEMY`'S WS    12345678910

Baby Sandworm3444556666
Giant Sandworm2334444455
Mother Sandworm2344445556
Sandworm2344445556



Special Rules (Baby Sandworm) : None.

Special Rules (Giant Sandworm) : Earthquake. Large Monster. Terror 14.

Special Rules (Mother Sandworm) : Large Monster. Terror 12.

Special Rules (Sandworm) : Fear 9.



EARTHQUAKE

Some creatures are able to shake the very earth they stand on/in. This may happen once per battle. Roll 1D6 for each model without this ability on the board (that's right, the whole board). On a roll of 1-4, the model is prone (unable to do anything and at +1 to be hit) until the end of the next Monsters' Phase. Otherwise, the model is unaffected.

 

Scavenger

These developed from cave slugs that were forced to live upon moss and greenery. They have turned a distinct green colour, and have developed limited spell casting abilities to warn off their foes. They have also developed in toughness and strength.
A scavenger should be made out of green stuff unless a slug model can be found.


NameWMWSBSSTIAArmDamGold (Each)
Scavenger
Phil
2033-3341-1130


ENEMY`'S WS    12345678910

Scavenger2344445556



Special Rules (Scavenger) : Earth Magic 1.


 

Scythe Falcon

These small birds of prey are more dangerous than they look. The wings of a scythe falcon are rimmed with sharp bone, capable of cutting a limb from a human. The nests of a pair of these falcons are littered with rings and bracelets from the arms of their victims.
You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Scythe Falcon
Phil
92/24*4-3482-1160

*Flying.

ENEMY`'S WS    12345678910

Scythe Falcon2334444455



Special Rules (Scythe Falcon) : Fly.


 

Sentry Crow

These small birds were originally trained by dwarves to guard their mountain homes and scout out approaching enemies. They are intelligent creatures, and can be deadly to weak warriors if they attack as a murder. However, some of the most intelligent of the crows can speak, and so the crows might warn off intruders before attacking or calling their masters.
You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Sentry Crow
Phil
51/9*3-3451-110

*Flying.

ENEMY`'S WS    12345678910

Sentry Crow2344445556



Special Rules (Sentry Crow) : None.


 

Serpi

As a lokjaw reaches the end of its life, its skin dulls to a pale green and it is known as a serpi. Serpi are a lot tougher than lokjaw, as they have experienced a lifetime of fighting and warding off predators.
Any winged daemon model would do as a serpi.


NameWMWSBSSTIAArmDamGold (Each)
Serpi
Phil
70654+5564-63530


ENEMY`'S WS    12345678910

Serpi2333444444



Special Rules (Serpi) : Fly. Paralysis. Terror 10.


 

Shen Lung

Shen lung, the oriental “spirit dragons”, resemble lizards with whiskers, horns and a barbed tail. They are wingless, but possess the same magical organs as the pan lung, which allows them to fly.
A large lizard model with suitable conversion can be used as a shen lung.


NameWMWSBSSTIAArmDamGold (Each)
Shen Lung
Phil
808/8*/6**8-7775-55250

*Flying.
**Swimming

ENEMY`'S WS    12345678910

Shen Lung2233333444



Special Rules (Shen Lung) : Fly. Immunity (Lightning, Poison). Large Monster. Shoo Fly!. Terror 10. Weakness (Fire).



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)).


SHOO FLY!

For some bizarre reason no bug-life (arachnid, insect, etc - giant or otherwise) may come within 40 inches of a shen lung. No one knows why. If a shen lung appears on the board within range of any bug, the bugs die.


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).

 

Shrieker

Shriekers are huge mushrooms that can emit very loud, siren-like sounds when approached by strangers. It is for this reason that they are bred by many evil races to be planted in major fortresses and keeps as alarms.
Chaos Dwarf Shrieker
The chaos dwarf-bred species of shrieker.
Chaos Shrieker
The chaos-bred species of shrieker.
Dark Elf Shrieker
The dark elf-bred species of shrieker.
Orc Shrieker
The orc-bred species of shrieker.
Wild Shrieker
Shriekers are very tough, but cannot actually harm you. The problem comes when they summon monsters to fight the warriors. This can be a pain in the backside... especially if the monsters come from behind (man, that sounded dodgier than even I had intended).

NameWMWSBSSTIAArmDamGold (Each)
Wild Shrieker
Phil
400*--84---100
Dark Elf Shrieker
Phil
400*6+-75Sp--1200
Chaos Dwarf Shrieker
Phil
500*--85---2500
Orc Shrieker
Phil
300*--65---2550
Chaos Shrieker
Phil
500*-586--33150

*Hit automatically by warriors’ attacks.

ENEMY`'S WS    12345678910

Chaos Dwarf Shrieker**********
Chaos Shrieker**********
Dark Elf Shrieker**********
Orc Shrieker**********
Wild Shrieker**********



Special Rules (Chaos Dwarf Shrieker) : Ignore Pain 10. Shriek - Chaos.

Special Rules (Chaos Shrieker) : Shriek - Chaos. Spiny.

Special Rules (Dark Elf Shrieker) : Shriek - Dark Elves. Spore Spray.

Special Rules (Orc Shrieker) : Shriek - Greenskins. Summon Fanatics.

Special Rules (Wild Shrieker) : Plant. Shriek - Wild.



SHRIEK

When an alarm goes off it summons new monsters. The alarm goes off as follows:
Wild - The alarm will go off if any creature is adjacent to the shrieker.
Greenskins - The alarm will go off if any non-greenskin or lizardman is adjacent to the shrieker.
Chaos - The alarm will go off if any non-chaos, chaos dwarf, monster (rat ogres etc...) or skaven is adjacent to the shrieker.
Dark Elves - The alarm will go off if any non-elf/dark elf is adjacent to the shrieker.
Note that if you are using my random monster tables, it is kinda preferable for a greenskin shrieker to summon greenskins, a chaos shrieker to summon chaos, and so on.


SPINY

Typical of all chaos creatures, chaos shriekers have developed a mutation. They are covered in minute spines... too small for the human eye to see. This means that when a chaos shrieker is attacked it will (1 in 6) cause damage (Str 5, DD 3).


SPORE SPRAY

Dark elf shriekers have been bred to occasionally spray their sleep-inducing spores at intruders. Each turn roll 1D6. On a 6+ one random warrior falls asleep for 1D3 turns.


SUMMON FANATICS

Fanatics are attracted by the scent given off by a Shrieker (or any mushroom, actually), so orcs intensify the scent. Each turn roll 1D6:

1-4

Nothing happens.

5

1D6 Fanatics are attracted.

6

1D6 Shrieker Fanatics are attracted.

 

Siren Vulture

These vultures prey on carrion like their ordinary cousins, but they also increase the amount of carrion by luring their victims into dangerous situations, whether it is into a position to be surrounded by the entire flock or off of a cliff.
You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Siren Vulture
Phil
73/6*2-3211-150

*Flying.

ENEMY`'S WS    12345678910

Siren Vulture3444556666



Special Rules (Siren Vulture) : Lure (on both sexes).



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).

 

Slaadi

The slaadi are frog-men. They are not dissimilar in appearance to actual giant frogs, but their intelligence and cunning sets them apart (plus, of course, they are taller than normal men, which is also a large difference... Pah ha ha! LARGE! … A joke! ... Never mind…). They have a hierarchy system that is structured Red, Blue, Green, Grey, and then Death Slaadi. There are also two slaadi lords who command all except the ‘Masters’ - the slaadi gods (see NPCs).
Slaadi can be represented by lizardmen which have had their scales smoothed over by green stuff.

Blue Slaadi
Stronger and more resistant to magic than their red cousins, blue slaadi are the warriors. Though unable to regenerate, blue slaadi can usually kill their enemies before serious wounds are caused.
Death Slaadi
The black ‘death slaadi’ are the kings of the slaadi. They rule over several settlements, and, as with the grey slaadi, when a black slaadi is born, the old king is executed. These are very rare, and their power is second only to the two slaadi lords and the slaadi gods themselves.
Green Slaadi
Green slaadi are much rarer than the blue and red varieties, and command the slaadi armies. A green slaadi’s skin can only be penetrated by magical weapons.
Grey Slaadi
Grey slaadi rule whole settlements of slaadi, and are extremely rare. When a new grey slaadi is born, he immediately assumes the title of ‘Minister’ and the old grey slaadi is killed.
Red Slaadi
The red slaadi are the workers, hunters and scouts. They build Slaadi homes, hunt for food and scout for enemies. Though the weakest of the slaadi, red slaadi are still strong enough to bring down some warriors alone. Red slaadi can regenerate their wounds over long periods of time.

NameWMWSBSSTIAArmDamGold (Each)
Red Slaadi
Phil
204*46+3421-1280
Blue Slaadi
Phil
305*45+5422-2510
Green Slaadi
Phil
406*54+6443-2820
Grey Slaadi
Phil
507*73+7584-43520
Death Slaadi
Phil
608*82+85(6)95155190

*All slaadi can swim at twice their movement rate.

ENEMY`'S WS    12345678910

Blue Slaadi2334444455
Death Slaadi2233333444
Green Slaadi2333444444
Grey Slaadi2333334444
Red Slaadi2334444455



Special Rules (Blue Slaadi) : Magic Resistance 5+.

Special Rules (Death Slaadi) : Magic Resistance 2+. Only Effected by Magical Weapons. Terror 12.

Special Rules (Green Slaadi) : Magic Resistance 4+. Only Effected by Magical Weapons.

Special Rules (Grey Slaadi) : Fear 10. Magic Resistance 3+. Only Effected by Magical Weapons.

Special Rules (Red Slaadi) : Magic Resistance 6+. Regenerate 1.


 

Smokes

A chaos sorcerer originally magically summoned smokes into existence. When he had used them for all their worth he tossed them aside, and their species has thrived ever since. No one has ever come close enough to one (and lived) to intricately check what they are actually composed of. Most wizards believe them to be made of mana, raw magic, but some say they are intelligent clouds.
Cotton wool balls might best represent smokes.

Billow
Billows are much stronger than the common smoke, making them very much stronger than your average human. Billows are able to breathe out horrific gusts of icy wind.
Dreampuff
Dreampuffs are adept as spreading both confusion and death. They can blow out a chilling wind and a sleeping powder.
Smoke
The common smoke is as intelligent as any human, but has no comprehensible language, for it consists of whistles and howls. Smokes are stronger than most expect, and can float.

NameWMWSBSSTIAArmDamGold (Each)
Smoke
Phil
1563-5541-2350
Billow
Phil
3563-6752-3870
Dreampuff
Phil
4064-7764-32140


ENEMY`'S WS    12345678910

Billow2344445556
Dreampuff2334444455
Smoke2344445556



Special Rules (Billow) : Breathe Ice (as Breathe Fire) 1. Float (as Fly).

Special Rules (Dreampuff) : Breathe Ice (as Breathe Fire) 2. Float (as Fly). Sleep Dust (6+).

Special Rules (Smoke) : Float (as Fly).



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.

 

Spire Wyvern

These pterodactyl-like flying reptiles attack by stinging their opponents in an attempt to paralyse them. Once paralysed, the victim is picked up and taken back to the nest.
there any small flying lizard models? I can imagine there might be some somewhere acting as steeds for lizardmen (not necessarily made by Citadel though). Otherwise, convert fell bats or something.


NameWMWSBSSTIAArmDamGold (Each)
Spire Wyvern
Phil
222/12*5-4442-2410

*Flying.

ENEMY`'S WS    12345678910

Spire Wyvern2333444444



Special Rules (Spire Wyvern) : Paralysis. Scream 6+.



SCREAM n+

While a creature with this ability is on the same board section as the wizard, each spell cast by the wizard is ignored on an n+ as the sound drowns out his words after they leave his mouth. He loses the power used.

 

Spirit Troll

These creatures are a mystery to the world, seeming to be made entirely of some non-corporeal substance.

NameWMWSBSSTIAArmDamGold (Each)
Spirit Troll
Phil
30756+53(4)74132140


ENEMY`'S WS    12345678910

Spirit Troll2333444444



Special Rules (Spirit Troll) : Ethereal 1. Fear 10. Immunity (Ice, Cold). Only Effected by Magical Weapons. Regenerate 3.



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)).

 

Stalkers

Stalkers are creatures whose only emotion is revenge! They are employed or summoned to hunt down the enemies of their employer. They come in various kinds, each different in many ways from the others. Currently, however, I have only listed two.
All stalkers appear as tall humans, usually scantily clad.

Dune Stalker
The dune stalker will only ever initiate attack on a good creature, and will track creatures for years to satisfy its master’s revenge. They are sand coloured.
Phantom Stalker
Phantom stalkers appears as roughly formed, red humanoids, and they are from the same plane as all supernatural fiery creatures are from; the Elemental Plane of Fire.

NameWMWSBSSTIAArmDamGold (Each)
Dune Stalker
Phil
45564+5473-42080
Phantom Stalker
Phil
50665+6564-42460


ENEMY`'S WS    12345678910

Dune Stalker2333344444
Phantom Stalker2333344444



Special Rules (Dune Stalker) : Magic Resistance 5+. Strangle.

Special Rules (Phantom Stalker) : Fly. Immunity (Fire).



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)).


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.

 

Stinger

Slightly more dangerous than the killer bee, the stinger is best avoided by all very inexperienced warriors.
Unless a wasp model can be found, you my want to make stingers out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Stinger
Phil
19664+4332-2490


ENEMY`'S WS    12345678910

Stinger2333344444



Special Rules (Stinger) : Attacks with Ballistic Skill. Fly. Sting (2D6).


 

Stone Trolls

One particularly vicious form of Troll is the Stone Troll, whose hide is as tough as rock and which the strange ability of sucking the very power of magic out of the surrounding area.

NameWMWSBSSTIAArmDamGold (Each)
Stone Troll
Roleplay book
25636+5413-2D6650


ENEMY`'S WS    12345678910

Stone Troll2344445556



Special Rules (Stone Troll) : Fear 6. Magic Drain 6+. Regenerate 2.


 

Tabaxi

The tabaxi are better known as ‘cat-men’ or ‘beasts’ by humans. Most have the appearance of humanoid-cats, but stronger tabaxi have huge muscles and look more like pumas or lions with armour. Tabaxi rarely deal with humans, but, when you occasionally come across a tabaxi who mixes with humans, they are loyal, and often work as bodyguards for the humans.
Beastman models can be used to represent most kinds of tabaxi, but there are actual cat-man models out there.

Beast
Beasts are huge and extremely strong. They need no weapons to kill, using only their clawed fists as weapons. Beasts are to the tabaxi, what lords are to humans, and only the best felines can defeat them.
Feline
Female tabaxi train to be felines, the females being weaker, but more intelligent than the males of the species. Felines can be even harder to defeat than beasts (the female of the species is more deadly than the male).
Tabaxi
The tabaxi are better known as ‘cat-men’ or ‘beasts’ by humans. Most have the appearance of humanoid-cats, but stronger tabaxi have huge muscles and look more like pumas or lions with armour. Tabaxi rarely deal with humans, but, when you occasionally come across a tabaxi who mixes with humans, they are loyal, and often work as bodyguards for the humans.
Beastman models can be used to represent most kinds of tabaxi, but there are actual cat-man models out there.

NameWMWSBSSTIAArmDamGold (Each)
Tabaxi
Phil
20555+3341-1360
Feline
Phil
35565+33(4)72112340
Beast
Phil
50476+65(7)43242400


ENEMY`'S WS    12345678910

Beast2333334444
Feline2333344444
Tabaxi2333444444



Special Rules (Beast) : Hate Skaven. Terror 9.

Special Rules (Feline) : Hate Skaven. Tabaxi Magic 3.

Special Rules (Tabaxi) : Ambush 5+. Hate Skaven.


 

Tar Dragon

The tar dragon is a terrifying beast. Coated in its own tar-like vomit, the dragon is a poor flier and slow mover, but capable of vomiting over its opponents, thereby making them slow too, to stop them escaping. The only advantage to the vomiting creature, which is also called the ‘orranganjus’ (‘vomit eater’), is that you can smell one long before you reach it, so you can probably escape its lair without even actually seeing it… assuming it hasn’t smelt you first.
You can get dragon models from virtually any fantasy model supplier. I personally like the compact ones that get made for D&D (the ones which are almost always sitting down - much easier to keep safe from damage), but you can use whatever you like, for all I care.


NameWMWSBSSTIAArmDamGold (Each)
Tar Dragon
Phil
1054/12*/3**7-8744-45820

*Flying.
**Swimming

ENEMY`'S WS    12345678910

Tar Dragon2333334444



Special Rules (Tar Dragon) : Fly. Glue. Musk. Terror 15. Vomit Tar.



GLUE

Some creatures are naturally sticky. The adherer, for example, is constantly releasing a sticky substance from the folds in its skin, the huror is covered in a layer of frozen ice, and the tar dragon covers itself in its own tar-like vomit. This can be a pain when creatures with this ability are attacked, for all non-magical weapons which hit them cause only half damage and then are stuck to their target for 2D3 turns.
Not only that, but also when a creature with this ability hits a warrior any non-magical shields are ripped from the warrior's grasp and stuck to the creature's body automatically. The warrior may use his non-magical shield for defending the first attack


MUSK

Some creatures carry with them an enchanting musk to attract females. ... Of course, not everyone finds this smell appealing. The warriors must subtract one from their To Hit roll while fighting this creature.


VOMIT TAR

A tar dragon's equivalent of a breath weapon. Anyone hit by the tar dragon with a natural roll of six To Hit is vomited over, and covered in the dragon's sticky tar-like sick. This does not actually cause any more damage than a usual attack, but it does make the warrior at -1 To Hit and -1 movement until the tar dragon is dead, and he can clean himself up. Any warrior who reaches 0 movement will become a prime target for the tar dragon, and the dragon will attack him before any of the other warriors (except those stuck to his body - see 'Glue').

 

Tarantia

These spiders command the spider warriors of the spider hives. They are fat, bloated and slower than normal spiders.
A gigantic spider model can be used to represent a tarantia.


NameWMWSBSSTIAArmDamGold (Each)
Tarantia
Phil
2443-5621-3760


ENEMY`'S WS    12345678910

Tarantia2344445556



Special Rules (Tarantia) : Poison. Web (3D6).


 

Thoqqua

Thoqqua are better known as ‘rock worms’. They burn their way through rock, and occasionally bump off the odd adventurer or two by mistake. They are impervious to flame attacks.
A thoqqua can be made from green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Thoqqua
Phil
5564-81021-55230


ENEMY`'S WS    12345678910

Thoqqua2334444455



Special Rules (Thoqqua) : Fire Health.



FIRE HEALTH

Every point of damage inflicted by fire attacks, including magical ones, heals one wound instead of causing it on creatures with this ability.

 

Tiger Fly

Tiger flies are almost man sized, and have humanoid heads. They have two legs, two humanoid arms, and two clawed forearms. They are rarely seen outside of their hives, but will attack if provoked or threatened. Females are wasp-coloured, and males are a dull red.
I think you would have to convert a human model to represent a tiger fly.


NameWMWSBSSTIAArmDamGold (Each)
Tiger Fly
Phil
40676+5413-22490


ENEMY`'S WS    12345678910

Tiger Fly2333334444



Special Rules (Tiger Fly) : Fly. Paralysis. Poison.


 

Tiny Folk

These small creatures are the size of human babies. However, do not let their dwarfish stature deceive you, they are crack shots with the bow and can prove worthy opponents.
Creating these small creatures out of green stuff might be best, and then painting them in a theme of white. They are only tiny, and so not too much detail should be needed.


NameWMWSBSSTIAArmDamGold (Each)
Tiny Folk
Phil
3625+2241-125


ENEMY`'S WS    12345678910

Tiny Folk3444556666



Special Rules (Tiny Folk) : Armed with Bows (Str 3). Fly.


 

Toadstool

These are giant fungi that have uprooted themselves by magical means to wander and search for food. Toadstools originally came from the same place as the infamous shrieker.

NameWMWSBSSTIAArmDamGold (Each)
Toadstool
Phil
2013-5321-2240


ENEMY`'S WS    12345678910

Toadstool2344445556



Special Rules (Toadstool) : Poison. Sleep Dust (6+).



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.

 

Triklops

Sometimes, on rare occasions, a pit worm actually lives its full life span (which probably isn’t very long anyway)! They become a silvery-grey colour, but are wiser, stronger and are able to spore sleep-dust at their foes.
A pit worm can be made out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Triklops
Phil
2353-5333-2700


ENEMY`'S WS    12345678910

Triklops2344445556



Special Rules (Triklops) : Sleep Dust (6+).



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.

 

Trolls

Trolls are large and foul creatures, with gangling limbs and cold, damp hides. Renowned for their strength and unthinking ferocity, Trolls can rip a man apart with their bare hands.
Trolls are able to regenerate damaged flesh, and so are all but impossible to kill. Not only that, they have the ability to vomit the corrosive contents of their stomach over their victim, melting armour, flesh and bone with ease.


NameWMWSBSSTIAArmDamGold (Each)
Troll
Roleplay book
30636+5413-2D6650


ENEMY`'S WS    12345678910

Troll2344445556



Special Rules (Troll) : Fear 6. Regenerate 2. Vomit.


 

T’ien Lung

The t’ien lung, oriental “celestial dragons”, can grow up to 48 feet long, and are yellow and wingless. They have the same organ as the pan lung, enabling them to fly. They often eat opals and pearls for pleasure, and will often reward anyone who will bring them the delicacies.
A dragon model with no wings can be used as a t’ien lung.


NameWMWSBSSTIAArmDamGold (Each)
T'ien Lung
Phil
906/32*/4**8-7786-55350

*Flying.
**Swimming

ENEMY`'S WS    12345678910

T'ien Lung2233333444



Special Rules (T'ien Lung) : Fly. Large Monster. Terror 12.


 

Urchin


Urchin
Standing between a few centimetres and, at most, two feet tall, urchins are vermin, and have always been considered so. As a result, they were driven underground in years gone by by their hated foes, humans.
Urchins might be represented well by snotling models, painted in greys, browns and blacks.
Urchin Wizard
Urchin wizards have intelligence that can rival humanity. They are few in number, but one day hope to unite each of their respective urchin armies to crush the humans living above them, and reclaim the surface as their own.
Urchins might be represented well by snotling models, painted in greys, browns and blacks. An urchin wizard might wear robes and carry a pointed stick.

NameWMWSBSSTIAArmDamGold (Each)
Urchin
Phil
3425+2131-110
Urchin Wizard
Phil
6426+21(2)411115


ENEMY`'S WS    12345678910

Urchin3444556666
Urchin Wizard3444556666



Special Rules (Urchin) : Gang Up. Hate Humans. Throw Stones.

Special Rules (Urchin Wizard) : Hate Humans. Urchin Magic 1.



THROW STONES

Some tiny creatures throw stones or pebbles when threatened. They may throw as many stones as they have attacks, and each stone hits one warrior in the same room as the attacker against BS, causing one point of damage with no modifications.

 

Valraven

These giant birds can be tamed and used as mounts in battle by goodly creatures. They will not let evil creatures near them.
I think some elf models have large eagle mounts… You might try painting one of those black and seeing how it looks.


NameWMWSBSSTIAArmDamGold (Each)
Valraven
Phil
241/10*5-4432-2380

*Flying.

ENEMY`'S WS    12345678910

Valraven2333444444



Special Rules (Valraven) : Fear 9. Fly.


 

Violet Garbug

Violet garbugs have no long proboscis, but do have claws, which they use to snap at their enemies. They are violet completely, apart from their claws, which are yellow.
You might be able to obtain garbug models, but otherwise you’ll need to make them out of green stuff.


NameWMWSBSSTIAArmDamGold (Each)
Violet Garbug
Phil
2566-6628-1650


ENEMY`'S WS    12345678910

Violet Garbug2333344444



Special Rules (Violet Garbug) : Fly. Paralysis.


 

Vrail

Vrail attack their prey until it bleeds to death, and then, like true vultures, prey on the carrion. They always attack in large groups, and then feed together afterwards.
You might be able to obtain an appropriate model from a familiar or companion set.


NameWMWSBSSTIAArmDamGold (Each)
Vrail
Phil
96*3-4451-120

*Flying.

ENEMY`'S WS    12345678910

Vrail2344445556



Special Rules (Vrail) : Fly.


 

Warhound

Chaos Warriors and Dark Elves sometimes drive packs of Warhounds rather than Chaos Hounds against the Warriors.

NameWMWSBSSTIAArmDamGold (Each)
Warhound
Roleplay book
654-3361-1D6130


ENEMY`'S WS    12345678910

Warhound2334444455



Special Rules (Warhound) : Ambush 5+. Gang Up.


 

Widowfang

These are the scouts of the giant spider hives, and are harmless to most. They will only attack if threatened.
A giant spider model can be used to represent a widowfang.


NameWMWSBSSTIAArmDamGold (Each)
Widowfang
Phil
1054-4432-1150


ENEMY`'S WS    12345678910

Widowfang2334444455



Special Rules (Widowfang) : Poison. Web (1D6).


 

Worm


Barrow Worm
More than fifteen feet long when stretched out, the barrow worm attacks by hiding in a dark hole, and then jumping out when an enemy is near. It cannot see, as it has no eyes, but it has tiny hairs all over its body that can sense vibrations and temperature changes, allowing it to be fairly certain of when food is around. After grabbing onto its prey with its two mouth claws, it will attempt to drag its victim into its hole, regardless of whether it is going to fit or not. Bright lights shone directly at it will cause it to let go and retreat back into the safety of its hole.
A barrow worm could be made out of green stuff.
Pit Worm
These fairly foul creatures are the prey of the infamous slimy oozes. They are lousy fighters and have virtually no intelligence.
A pit worm can be made out of green stuff.

NameWMWSBSSTIAArmDamGold (Each)
Pit Worm
Phil
352-2212-190
Barrow Worm
Phil
4547-7213-43760


ENEMY`'S WS    12345678910

Barrow Worm2333334444
Pit Worm3444556666



Special Rules (Barrow Worm) : Ambush A. Lockjaw 5+. Weakness (Light).

Special Rules (Pit Worm) : None.



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.


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).

 

Wyrmspawn

Wyrmspawn, creatures that are most similar to pterodactyls, breed by spraying their spawn into the air above other creatures. The creatures that breathe in the spawn quickly become ill and often die quickly. Once the host is cold and dead, the wyrmspawn burrow out and fly free.
Are there any small flying lizard models? I can imagine there might be some somewhere acting as steeds for lizardmen (not necessarily made by Citadel though). Otherwise, convert fell bats or something.


NameWMWSBSSTIAArmDamGold (Each)
Wyrmspawn
Phil
192/8*/2**3-3361-2150

*Flying.
**Climbing

ENEMY`'S WS    12345678910

Wyrmspawn2344445556



Special Rules (Wyrmspawn) : Fly. Poison. Spawn.



SPAWN

Once per combat, on the first turn, a wyrmspawn can release a cloud of spawn into the air. All creatures in the same room and below (non-flying warriors and monsters) must roll 1D6 - on a roll of six, they have breathed in the spawn. The GM should record the warriors who have spawn inside them (the warriors should have no idea), and then, three turns after the spawn was breathed in it will start to eat! A warrior or monster with active spawn inside of him loses one wound PERMANENTLY per spawn breathed in every turn until he is healed by a magic spell or potion. A warrior or monster killed by spawn cannot be resurrected by any means. Three turns after a warrior or monster is killed by spawn, one wyrmspawn per spawn breathed in emerges from his body, ready to attack.

 

Wyvern

Wyverns are similar in appearance to dragons, though they are longer and more sinuous and do not have front limbs. Wyverns are scaly beasts, with thick plates of horn covering their bodies from head to foot. This makes them very difficult to slay, as their hide protects them from harm much like armour.
Wyverns have long sinuous necks, which dart forwards and back with lightning speed. Their heads are spiny and their mouths full of barbed teeth, while their constant screeching and roaring is extremely frightening. Their tails are barbed and top with a deadly sting.


NameWMWSBSSTIAArmDamGold (Each)
Wyvern
Roleplay book
4665-56(9)4333D6 / 4D6 (5+)1800


ENEMY`'S WS    12345678910

Wyvern2333444444



Special Rules (Wyvern) : Ethereal 1. Flaming Death. Fly. Ignore Blows 5+. Ignore Pain 6. Large Monster. Never Pinned. Sting (3D6).



FLAMING DEATH

Upon dying a dark creeper or dark stalker will explode, causing damage. All adjacent to a dying dark creeper (including other monsters) suffer 1D6 wounds (no deductions). All adjacent to a dying dark stalker (including other monsters) suffer 2D6 wound (no deductions).

Annexe : MAGIC


ASAATTHI MAGIC

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

1     Failure.
2 Healing Rain
All monsters in the same room as the caster (including the caster) recover 1D6 wounds.
3 Heal
One monster recovers 1D6 wounds.
4 Magic Missile…
One warrior suffers 1D6 wounds, modified as normal.
5 Magic Missiles…
All warriors suffers 1D6 wounds, modified as normal.
6 Vampirism…
One warrior suffers 1D6 wounds, unmodified, and the caster is healed by the damage caused.


ASHTAROTH MAGIC

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

1     Failure.
2-3 Absorb Riches
Pick one warrior. For every 100 gold he has got the caster regains one wound until either the warrior runs out of gold or the caster is on full wounds. All gold used is lost from the warrior's possession.
4-5 Summon 1D3 Golden Ghouls
Golden ghouls are identical to normal ghouls, except that everything they touch (hit) turns to gold for one turn.
6 Absorb Wealth
Starting with the leader and going down in order of initiative, for every 100 gold held by the warrior in question can be used to heal one wound on any monster, until either all the warriors run out of gold or all the monsters are on full wounds. All gold used is lost from the warriors' possession.


BAALIM MAGIC

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

1 Failure.
2-3    Humidity…
One warrior passes out and only wakes up at the beginning of the next monsters' phase. Count him as prone while unconscious.
4-5 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. A warrior in an air pocket cannot be targeted by spells or any other form of attack. 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.
6 Swelter…
All warriors are at -1 WS and Movement until the next monsters' phase.


BIRDMAN MAGIC

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

1 Boost…
All monsters in the same room as the caster gain 1 point of strength for one turn.
2 Healing Wind…
1D6 wounds healed on 1D3 monsters in the room of the caster.
3 Failure.
4 Wingblast…
1D3 points of damage each on 1D3 warriors in the room of the caster.
5 Hurricane…
All warriors must roll 1D6. Every warrior that rolls a 1 or 2 must either lose 3D6 wounds resisting the wind, or fall over and lose 1D6 wounds. Normal deductions may be made. Fallen warriors may not attack next turn.
6 Vortex…
One warrior must lose 4D6 wounds (minus toughness and armour) or be swept up by the vortex and put down 2 rooms behind the furthest away warrior.


BLUE OOZE MAGIC

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

1-3 Failure.
4 Freeze!…
Make an extra attack against BS hitting at normal damage. Ignores toughness.
5 Slip…
Choose one foe. He has fallen over and must spend the next turn getting up. Monsters will always attack standing warriors first (if possible).
6 Ice…
Choose one foe. On a 6+ he has been frozen for 1D3 turns.


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.


CHEMOS MAGIC

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

1

Failure.

2-3

Cause Frenzy… 
One monster is frenzied this turn.

4

Cause Stupidity… 
One warrior is too stupid to make any actions in the upcoming warriors phase.

5

Summon 1D3 groggy devils.

6

Cause Animosity… 
Roll 1D6 for each warrior. On a score of 1 that warrior turns upon the nearest warrior (pick a Warrior Counter if there is more than one viable target) for this turn.


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


EVOLETAH MAGIC

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

1

Failure.

2-3    

Cause Sulk… 
All the warriors are at -1 to hit until the next monsters' phase.

4

Cause Hate… 
All monsters 'hate' the warriors this turn giving them an extra attack. However, they are at -1 to hit.

5

Cause Frenzy… 
All monsters must roll 1D6 (even those immune to psychology). On a 6+ they are frenzied this turn and have double attacks.

6

Summon Pain Elemental… 
This is treated as a failure if there is already a pain elemental on the board.


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.


IMIX MAGIC

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

1

Failure.

2-3    

Fireball… 
2D6 wounds are caused on one target, ignoring toughness.

4

Phoenix Fire… 
The caster regains 1D6 wounds.

5

Summon 1D3 fire salamanders.

6

Fireblast… 
3D6 wounds are caused on one target, ignoring toughness.


MOLOCH MAGIC

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

1

Failure.

2-3    

Transplant… 
The caster regains 3D6 wounds.

4-5

Summon 1D3 chant devils.

6

Carnage… 
One of the warriors explodes in a mass of blood... and then appears unharmed. However, while this does him no harm it makes all of the warriors adjacent to him lean away in disgust and lose all of their attacks in the next warriors phase.


OGREMOCH MAGIC

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

1

Failure.

2

Chasm… 
One square becomes impassable. Any warrior in the square loses 1D6 wounds as he jumps to safety, shoving other models out of the way if necessary.

3-4    

Stone Cage… 
One warrior may not act this turn.

5

Call 1D2 devil worms.

6

Pass Through Rock… 
One monster can move through stone obstacles (walls, floor, pillars, etc.) this turn, but if a turn is ended in an obstacle, it dies.


OLD OOZE MAGIC

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

1-3    

Failure.

4

Levitate… 
This allows the old ooze to levitate out of harms way next warriors' phase (may still be hit by magic and ranged weapons).

5

Dispel… 
One spell of your choice can be dispelled next turn on a 3+.

6

Heal… 
One monster (including the caster) has 2D6 wounds healed back this turn.


RED OOZE MAGIC

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

1-3    

Failure.

4

Flamer… 
Make an extra attack against BS hitting at normal damage. Ignores armour.

5

Smoke… 
All enemies are at -1 to hit this turn.

6

Combust… 
1D6 wounds are caused on one warrior. No modifications.


SALAMEN MAGIC

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

1

Failure.

2

Cauterisation… 
One monster recovers 1D6 wounds

3-4    

Flame Bolt… 
All warriors suffer 1D6 wounds

5

Heat Beam… 
One warrior suffers 3D6 wounds

6

Heat Wave… 
All warriors suffer 2D6 wounds


SCARAMALLION MAGIC

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

1

Failure.

2-3

Heal… 
One monster regains 2D6 wounds this turn.

4-5

Summon 1D3 awful dins.

6

Dust Cloud… 
All Warriors are at -1 to hit until the next monsters' phase.


TABAXI MAGIC

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

1    

Aggression
1D3 monsters get an extra attack this turn.

2

Groom
1D3 monsters recover 1D6 wounds this turn.

3

Scratch
2D6 wounds (ignoring toughness) are caused on a target of the feline's choice.


THAMMUZ MAGIC

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

1    

Failure.

2

Summon 1D3 eternal zombies.

3

Pain Bolts… 
One warrior is hit for 4D6 damage. No modifier for armour.


URCHIN MAGIC

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

1-2    

Failure.

3

Flame… 
one warrior suffers 1D6 wounds (modified only by armour).

4

Freeze… 
one warrior suffers 1D6 wounds (modified only by toughness).

5

Stop… 
one warrior may not move until the next Monster's Phase.

6

Meteor… 
one warrior suffers 2D6 wounds (modified only by armour).