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.
GIANT
BAT
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.
|
Giant Bat |
Wounds |
1 |
Move |
8 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
2 |
Toughness |
2 |
Armour |
- |
Initiative |
1 |
Attacks |
1 |
Damage |
1D6 |
Gold |
15 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Bat |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Bat
Ambush A; Fly.
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.
|
Giant Spider |
Gigantic
Spider |
Wounds |
1 |
20 |
Move |
6 |
5 |
Weapon Skill |
2 |
3 |
Ballistic
Skill |
- |
- |
Strength |
1 |
3 |
Toughness |
2 |
4 |
Armour |
- |
- |
Initiative |
1 |
1 |
Attacks |
1 |
2 |
Damage |
Special |
Special |
Gold |
15 |
450 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Spider |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Gigantic Spider |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Giant Spider
Web (1D3).
Gigantic Spider
Fear 5; Web (1D6).
Web
Spiders attempt to
ensnare their prey in a web, so that they can finish it off at their
leisure. Each turn a Spider may attempt to web a Warrior as many
times as it has Attacks. If the Spider hits the Warrior he has been
caught in its web - place a Webbed counter next to the Warrior.
While webbed a Warrior may not do and may be bitten automatically
with the rest of the Spider's Attacks (no to hit roll is needed)
for 1Dn Wounds per bite (where n is the value after
the Web entry), with no modifiers for Toughness or armour. A Spider
may not use its bite Attack(s) if its opponent has not been webbed.
Monsters without the ability to use webs that may also be involved
in the combat get +2 to their to hit rolls against a webbed Warrior.
At the start of each Warriors' Phase, roll 1D6 for each Warrior
that has been webbed and add his Strength. If the total is 7 or
more, he pulls himself free from the sticky strands and may act
normally this turn. Other Warriors may also attempt to remove the
web from an adjacent Warrior's body.
GIANT RAT
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 to their own safety.
|
Giant Rat |
Wounds |
1 |
Move |
6 |
Weapon Skill |
2 |
Ballistic
Skill |
- |
Strength |
2 |
Toughness |
3 |
Armour |
- |
Initiative |
4 |
Attacks |
1 |
Damage |
Special |
Gold |
25 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Rat |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant Rat
Deathleap.
Deathleap
Giant Rats make a
special attack, called a Deathleap. Roll the Rat's attack as normal,
but if it hits roll 2D6 + 2 for damage. Once a Rat has attacked
the Warrior, roll 1D6. On a result of 3-6 the Rat's suicidal, frenzied
attack has opened it up to the Warrior's attack and he automatically
kills it.
WARHOUND
Warhounds are sometimes
driven into combat by Dark Elf Beastmasters, using their whips to
control them.
|
Warhound |
Wounds |
6 |
Move |
5 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
6 |
Attacks |
1 |
Damage |
1D6 |
Gold |
130 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Warhound |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Warhound
-
HARPY
Harpies live high
in crags in the mountains, but they often venture across the land
in search of prey.
|
Harpy |
Wounds |
22 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6/2D6 (5+) |
Gold |
180 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Harpy |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Harpy
Claw 6+; Fly.
NIGHTMARE
A Nightmare appears
out of the night, spitting fire from its nostrils and eyes blazing
with light. Its mane and hooves glow with bright fire. It charges
recklessly at anything in its path before vanishing almost instantly.
|
Nightmare |
Wounds |
6 |
Move |
8 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
3 |
Armour |
- |
Initiative |
8 |
Attacks |
1 |
Damage |
1D6/2D6 (6+) |
Gold |
190 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Nightmare |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Nightmare
Ambush 5+.
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.
|
Centaur |
Centaur Champion |
Centaur Hero |
Wounds |
12 |
27 |
40 |
Move |
8 |
8 |
8 |
Weapon Skill |
3 |
4 |
5 |
Ballistic
Skill |
3+ |
2+ |
1+ |
Strength |
4 |
5 |
5 |
Toughness |
3 |
3 (5) |
4 (8) |
Armour |
- |
2 |
4 |
Initiative |
3 |
4 |
5 |
Attacks |
2 |
3 |
4 |
Damage |
2D6 |
2D6/3D6 (5+) |
3D6 |
Gold |
300 |
1000 |
2200 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Centaur |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Centaur Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Centaur Hero |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Centaur
Armed with Bow (Str
4); Fear 4.
Centaur Champion
Armed with Bow (Str
7; Fear 8; Magic Armour; Magic Weapon.
Centaur Hero
Armed with Bow (Str
8; Fear 9; Magic Armour; Magic Item; Magic Weapon.
OGRES
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.
|
Ogre |
Ogre Champion |
Ogre Chieftain |
Ogre War
Chief |
Wounds |
13 |
22 |
29 |
38 |
Move |
6 |
6 |
6 |
6 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
5+ |
4+ |
3+ |
2+ |
Strength |
4 |
5 |
5 |
5 |
Toughness |
5 |
5 |
6 |
6 (8) |
Armour |
- |
- |
- |
2 |
Initiative |
3 |
4 |
5 |
6 |
Attacks |
2 |
3 |
4 |
5 |
Damage |
1D6/2D6 (5+) |
2D6 |
2D6/3D6 (5+) |
3D6 |
Gold |
400 |
800 |
1300 |
2500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Ogre |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Ogre Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Ogre Chieftain |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Ogre War Chief |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Ogre
Fear 5.
Ogre Champion
Fear 6; Magic Weapon.
Ogre Chieftain
Fear 7; Magic Item; Magic Weapon.
Ogre War Chief
Fear 8; Magic Armour;
Magic Item; Magic Weapon.
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.
|
Minotaur |
Minotaur
Champion |
Minotaur
Hero |
Minotaur
Lord |
Wounds |
15 |
34 |
48 |
60 |
Move |
6 |
6 |
6 |
6 |
Weapon Skill |
4 |
5 |
6 |
7 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
4 |
5 |
5 |
5 |
Toughness |
4 |
4 |
5 |
5 (9) |
Armour |
- |
- |
- |
4 |
Initiative |
3 |
4 |
5 |
6 |
Attacks |
2 |
3 |
4 |
5 |
Damage |
2D6 |
3D6 |
3D6/4D6 (5+) |
4D6 |
Gold |
440 |
1100 |
2400 |
3000 |
ENEMY'S
WS
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Minotaur
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
5
|
5
|
Minotaur Champion |
2
|
2
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
4
|
Minotaur Hero |
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
4
|
Minotaur Lord |
2
|
2
|
2
|
3
|
3
|
3
|
4
|
4
|
4
|
4
|
Minotaur
Fear 5.
Minotaur Champion
Fear 6; Magic Weapon.
Minotaur Hero
Fear 9; Magic Item x 2; Magic Weapon.
Minotaur Lord
Fear 10; Magic Armour; Magic Item
x 3; Magic Weapon.
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.
|
Dragon Ogre |
Dragon Ogre
Champion |
Dragon Ogre
Hero |
Dragon Ogre
Lord |
Wounds |
40 |
44 |
53 |
60 |
Move |
6 |
6 |
6 |
6 |
Weapon Skill |
4 |
5 |
6 |
7 |
Ballistic
Skill |
5+ |
4+ |
3+ |
2+ |
Strength |
5 |
6 |
6 |
6 |
Toughness |
5 (7) |
5 (7) |
6 (8) |
6 (9) |
Armour |
2 |
2 |
2 |
3 |
Initiative |
2 |
3 |
4 |
5 |
Attacks |
3 |
4 |
5 |
6 |
Damage |
2D6 |
2D6 |
3D6 |
4D6 |
Gold |
870 |
1550 |
3300 |
4000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Dragon Ogre |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Dragon Ogre
Champion |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Dragon Ogre
Hero |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Dragon Ogre
Lord |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Dragon Ogre
Fear 8.
Dragon Ogre Champion
Fear 8; Magic Armour;
Magic Weapon.
Dragon Ogre Hero
Fear 9; Magic Armour;
Magic Item; Magic Weapon.
Dragon Ogre Lord
Fear 10; Magic Armour;
Magic Item x 2; Magic Weapon.
GIANT SCORPION
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.
|
Giant Scorpion |
Wounds |
20 |
Move |
5 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
6 |
Armour |
- |
Initiative |
1 |
Attacks |
2 |
Damage |
2D6 |
Gold |
450 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant Scorpion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Giant Scorpion
Sting (2D6).
DRYAD
Dryads are tree spirits
who inhabit the trees of the forests of Loren. In their solid form,
they resemble a miniature version of a treeman, with soft, damp
woody flesh. They are very violent if threatened and will use their
branch like arms with claws of sharp thorns and twigs to their best
advantage.
|
Dryad |
Wounds |
15 |
Move |
5 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
4 |
Attacks |
2 |
Damage |
2D6 |
Gold |
550 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Dryad |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Dryad
Aspects.
Aspects
Dryads can shape
shift into different types of trees when under attack. When the
battle starts, roll 1D6 to see which aspect the Dryads will be in
for the duration of the combat. Roll once for all the Dryads in
the group. If a Dryad is killed, roll again to see what the remainder
of the Dryads will change into.
1-2 Oak Aspect
The Dryad becomes more robust,
able to withstand more pain. It develops green-brown skin and
its limbs thicken. The Dryad gains +1 Strength and +1 Toughness.
3-4 Willow Aspect
The Dryad's skin turns green and
his hair becomes long and green. His fingers are incredibly long,
whip like willow twigs. A Dryad in this form makes a Warrior attacking
him in hand-to-hand combat lose his first attack each turn. If
this means he has no attacks then he can not attack them at all.
5-6 Birch Aspect
The Dryad takes on a silvery white
appearance with yellow-green foliage for hair. They are extremely
vicious and lash the Warriors with their sharp fingers. Each Dryad
gains +1 extra Attack.
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 over their victim,
melting armour, flesh and bone with ease. One particularly vicious
form of Troll is the Stone Troll, whose hide is as tough as rock.
They have the strange ability of sucking the very power of magic
out of the surrounding area. River Trolls live in the marshlands
or swamps near the banks of rivers. Their flesh exhumes a vile slime
which chokes anyone nearby.
|
Troll |
Stone
Troll |
River
Troll |
Chaos
Troll |
Wounds |
30 |
30 |
30 |
30 |
Move |
6 |
6 |
6 |
6 |
Weapon
Skill |
3 |
3 |
3 |
3 |
Ballistic
Skill |
6+ |
6+ |
6+ |
6+ |
Strength |
5 |
5 |
5 |
5 |
Toughness |
4 |
5 |
4 |
4
(5) |
Armour |
- |
- |
- |
1 |
Initiative |
1 |
1 |
1 |
1 |
Attacks |
3 |
3 |
3 |
4 |
Damage |
2D6 |
2D6 |
2D6 |
2D6 |
Gold |
650 |
650 |
650 |
750 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Troll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Stone
Troll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
River
Troll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Chaos
Troll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Troll
Fear 6; Regenerate 2*; Vomit.
Stone Troll
Fear 6; Magic Drain 6+; Regenerate
2*.
River Troll
Fear 6; Regenerate 2*; Slime.
Chaos Troll
Fear 7; Regenerate 2*; Vomit.
Slime
The River Trolls
skin exhumes poisonous fumes which make the Warriors choke. When
standing adjacent to the River Troll any Warrior is at -1 To Hit.
Vomit
Trolls have a special
Vomit attack, regurgitating the highly corrosive contents
of its stomach all over the Warrior it is attacking.In addition
to making such a Troll's normal attacks, roll 1D6. If the score
is a 5 or 6, the Troll has vomited on its foe. If the victim has
any armour (including shields or a helmet) he loses one piece of
it as the acid eats it away. The player concerned may choose which
item his Warrior loses. If he hasn't got any armour, the target
loses 1D6+2 Wounds, with no deductions for Toughness.
* Trolls cannot
regenerate when their flesh is burnt, either from natural fire or
from a magic weapon.
GORGON
The Gorgon is a horrifying
snake-headed monster with long thin claws and 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.
|
Gorgon |
Wounds |
35 |
Move |
4 |
Weapon Skill |
2 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
5 |
Attacks |
1 |
Damage |
2D6 |
Gold |
1100 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Gorgon |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Gorgon
Fear 9; Petrify.
HIPPOGRIF
A Hippogrif 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 Hippogrif 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
Hippogrifs' fur and feathers can vary tremendously.
|
Hippogrif |
Wounds |
55 |
Move |
8 |
Weapon Skill |
5 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
5 |
Armour |
- |
Initiative |
6 |
Attacks |
3 |
Damage |
3D6/4D6 (5+) |
Gold |
1450 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Hippogrif |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Hippogrif
Fly; 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 with
its sharp claws. The Cockatrice's head has a fierce beak and is
covered with ugly reed wattles, which makes it look both bizarre
and frightening. The Cockatrice can petrify its foes with its magical
gaze, literally turning them to stone. This weird ability makes
it very difficult to fight.
|
Cockatrice |
Wounds |
26 |
Move |
4 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
4 |
Attacks |
3 |
Damage |
3D6/4D6 (5+) |
Gold |
1500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Cockatrice |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Cockatrice
Fear 10; Fly; Petrify.
GRIFFON
Griffons have fierce
heads with a hooked beak like that of a huge bird of prey. Their
forequarters too a 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, others have skins which
are spotted or striped, or black as night.
|
Griffon |
Wounds |
52 |
Move |
6 |
Weapon Skill |
5 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
5 |
Armour |
- |
Initiative |
7 |
Attacks |
4 |
Damage |
4D6 |
Gold |
1500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Griffon |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Griffon
Fly; Terror 10.
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 forward
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 topped with
a deadly sting.
|
Wyvern |
Wounds |
46 |
Move |
6 |
Weapon
Skill |
5 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
6
(9) |
Armour |
3 |
Initiative |
4 |
Attacks |
3 |
Damage |
3D6/4D6
(5+) |
Gold |
1800 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Wyvern |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Wyvern
Drag
and Rend; Fly; Ignore Blows 5+; Ignore Pain 6; Large Monster; Never
Pinned; Sting (3D6); Terror 10.
Drag
and Rend
At
the start of each turn draw a Warrior counter to determine which
Warrior the Wyvern attacks. The Wyvern stretches out its long neck
and attempts to ensnare and drag him near. The Wyvern makes a normal
to hit roll. If it succeeds it doesn't cause any damage, but instead
has clutched the Warrior and dragged him. That model is immediately
moved to the nearest adjacent square to the Wyvern, moving other
models out of the way as necessary. All of the Wyvern's attacks
are then carried out against the captured Warrior as normal. If
2 or more of these remaining attacks hit home, the Warrior has been
stung. Note that the Warrior may only attempt to dodge the initial
grab and not any subsequent attacks.
TREEMAN
Treeman
have the appearance of huge trees, many times the height of a human.
They are often mistaken for trees in the forest as their clawed
feet look like roots, and their legs look like the trunk of the
tree.
|
Treeman |
Wounds |
60 |
Move |
6 |
Weapon
Skill |
8 |
Ballistic
Skill |
4+ |
Strength |
6 |
Toughness |
7
(11) |
Armour |
4 |
Initiative |
2 |
Attacks |
4 |
Damage |
3D6 |
Gold |
2000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Treeman |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
Treeman
Ambush
5+; Fear 8; Fight in Ranks; Ignore Blows 5+; Ignore Pain 4; Large
Monster; Whack.
Whack
Roll
1D6 at the beginning of each Monsters' Phase. If the result is a
6 the Treeman whacks a random adjacent Warrior with his huge thick
arms. A Whack attack hits automatically and is a Strength 10 attack
(+damage dice) with modifiers for Toughness and armour as normal.
The Warrior who was hit is now counted as being prone for one turn.
MANTICORE
The
Manticore is a gigantic lion-like monster with large leathery wings
and a spiked tail. They are devastating fighters attacking with
raking claws and long, sharp teeth.
|
Manticore |
Wounds |
50 |
Move |
6 |
Weapon
Skill |
6 |
Ballistic
Skill |
- |
Strength |
7 |
Toughness |
7 |
Armour |
- |
Initiative |
4 |
Attacks |
4 |
Damage |
4D6 |
Gold |
2000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Manticore |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Manticore
Fly;
Manticore Sting (Ambush, Magic A); Terror 11.
Manticore
Sting
During
the Monsters' Phase, in addition to making its normal attacks and
after it 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.
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 Giants like to make their homes. Giants are, as their
name suggests, very big. However, they are not especially bright
- 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.
|
Giant |
Wounds |
64 |
Move |
6 |
Weapon
Skill |
3 |
Ballistic
Skill |
4+ |
Strength |
7 |
Toughness |
6
(11) |
Armour |
5 |
Initiative |
3 |
Attacks |
Special |
Damage |
5D6 |
Gold |
2000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Giant |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
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 any Warrior 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 the Warriors 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 and drop-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 the 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. For example, if the
booted Warrior flies 2 squares then hits a wall, 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 to two squares
away. Take a Warrior 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 at his 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 square. 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 throw 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 to get 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 size and
shape of old tombstones. The Warrior suffers 1D6 Wounds, with
no modifiers for Toughness or armour. If the score on the dice
is 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 of the game.
5 Stuff
into Bag
The
Giant picks up the Warrior and pops him into his bag, 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 the Giant is killed
- place him in an 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, as above. As it's a long
time since he had the prospect of such a juicy succulent 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 hob-nailed feet, 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 the Warriors to 0 Wounds.
6 Yell
and Bawl
Feeling
a good shout coming on, the Giant bends over until 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.
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.
|
Hydra |
Wounds |
70 |
Move |
6 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
6
(9) |
Armour |
3 |
Initiative |
3 |
Attacks |
5 |
Damage |
4D6 |
Gold |
2250 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Hydra |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Hydra
Breathe
Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7; Large Monster;
Magic Resistance 5+; Never Pinned; Terror 11.
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 lions 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.
|
Chimera |
Wounds |
60 |
Move |
6 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
7 |
Toughness |
6
(9) |
Armour |
3 |
Initiative |
4 |
Attacks |
6 |
Damage |
3D6/4D6
(5+) |
Gold |
2500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Chimera |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Chimera
Breathe
Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7; Large Monster;
Sting (3D6); Terror 11.
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.
|
Dragon |
Great
Dragon |
Emperor
Dragon |
Wounds |
74 |
84 |
94 |
Move |
6 |
6 |
6 |
Weapon
Skill |
6 |
7 |
8 |
Ballistic
Skill |
- |
- |
- |
Strength |
6 |
7 |
8 |
Toughness |
6
(12) |
7
(14) |
8
(16) |
Armour |
6 |
7 |
8 |
Initiative |
8 |
7 |
6 |
Attacks |
7 |
8 |
9 |
Damage |
6D6 |
6D6/7D6
(5+) |
8D6 |
Gold |
4500 |
6000 |
7500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Dragon |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Great
Dragon |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Emperor
Dragon |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
Dragon
Dragon
Breath (Ambush, Magic A); Fly; Ignore Blows 5+; Ignore Pain 7; Large
Monster; Terror 12; Treasure Hoard +0.
Great
Dragon
Chaos
Magic 1 (choose God at random); Dragon Breath (Ambush, Magic A);
Fly; Ignore Blows 4+; Ignore Pain 7; Large Monster; Terror 13; Treasure
Hoard +1.
Emperor
Dragon
Chaos
Magic 2 (choose God at random); Dragon Breath (Ambush, Magic A);
Fly; Ignore Blows 4+; Ignore Pain 3D6; Large Monster; Terror 14;
Treasure Hoard +2.
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 archetypical 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 roll 1D6. The number rolled indicates how
many of the Warriors are engulfed in 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) x 2) =
4D6 Wounds, with no modifiers for Toughness or armour.
4 Green
Dragon - Breathes Corrosive Fumes
Roll
1D6 for each Warrior 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 generate electricity 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 arc across to another Warrior.
6 White
Dragon - Breathes Chilling Mist
At
the start of each turn roll 1D6. 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 hit by the fire suffers
3D6 Wounds, with no modifier for armour. 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 a dice
roll may be carried out as normal.
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
Warrior may roll as many D6 as he likes, adding up the score 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 Room Treasure Table for each Warrior to
determine what he finds.
4-5 Dungeon
Room Treasure and Gold
Make
one roll on the Dungeon Room Treasure Table for each Warrior to
determine what he finds. In addition, each Warrior may roll as
many D6 as he likes, adding up the score 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.
6 Objective
Room Treasure
Make
one roll on the Objective Room Treasure Table for each Warrior
to determine what he finds.
Original
Monster Bestiary © Games Workshop.
Additional Monsters converted by Andrew Brockhouse.
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