Monsters

Here you will find out about the creatures and other, not so nice races of the Warhammer world. Many evil things wander the warhammer world, if your lucky, you won't meet any of them. However, that is highly unlikely seeing as they dwell everywhere, the woods, the roads, the wastelands, and even in the cities themselves.

Monster notes

Appear in large numbers.  This means you will almost never find one of these creatures alone.

Entanglement.  This means that the monsters carry weapons that may entangle the victim.  To get free of entanglement, the target must roll Strength, with a target number of 5+, and you need 4 successes.

Magic tattoos.  These are magical runes painted on the skin which creates an invisible armour.  Counts as leather armour and will not be destroyed.

Spell caster.  Means that the monster posses the ability to cast magic.

Fear.  The monster causes fear.  Make a WP roll with the target listed, you need 4 successes.

Terror.  The monster causes terror.  Make a WP roll with the target listed, you need 5 successes.

Regenerate.  The monster receives +1 wound every turn, up to it's max.

Team.  This monster always works with a partner.

Insane.  This monster has no fear, remorse or regret.

Rider.  This monster rides an animal of some sort.

Ethereal.  This creature is not solid, so only magical items may harm them.

Plague.  Anyone within 5 feet needs to make a T roll.  Target of 4+, they need 5 successes or take 1 wound.

Demonic.  This monster is a demon.  The number indicated is a minus off opponents WS, unless they are using a magic weapon.

Camoflage. This monster can blend in to it's surrounding making it impossible to see.

Spit acid. This creature can project venom causing 1d6 wounds.

Fly. This creature has the ability to fly.

Aquatic. These creatures can submerge underwater for long periods of times, and can move over watery terrain very quickly.

Scaly skin. These creatures have rather tough scales counting as leather armor, which cannot be destroyed.

Magic resistant. This creature can dispell a magic spell on a d6 roll of 4+.

Petrify. This creature has the ability to turn one to stone, unless they make a successfull T roll with a target of 4 and with 4 or more successes.

Undead

In the warhammer world, the dead do not rest easy.  Necromancers practise their foul arts in distant castles and the deepest caves, and vampires stalk the darkness.  Mummies, skeletons and the ghosts of the dead protect their graves, jealously guarding the treasures they coveted whilst their bodies still lived.

 Monster

WS

BS

S

T

Dex

WP

Wnds

Target #

Notes

Description

Skeleton

5

2

3

3

5

2

4

3+

Fear 4, Regeneration Skeleton Warriors claw themselves out of the earth to attack the living. They wield rusty swords and axes, and mouldering remnants of armour still cling to their frame. Some skeletal champions are the remains of long dead warriors, guarding their ancient tombs against the living.
Zombie

5

1

3

3

5

2

4

3+

Fear 4 Zombies are fresh corpses brought back to life by foul necromancy. Being more recently dead than Skeletons they retain more of their intellect and are more like living humans, although they are totally under the will of the Necromancer whose conjurations created them. Although rejuvenated by magic they continue to decay. Their flesh is rank and tattered and caked with blood. Like Skeletons, Zombies are animated by magic, and this link can be broken as they fight, making them vulnerable to weapons in the same way as living men. They are horrible creations and extremely difficult to fight, though troops who stand their ground can beat them off if they keep their nerve.
Ghost

5

2

3

3

5

2

4

3+

Fear 4, Ethereal

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

Liche

13

9

10

10

11

8

12

6+

Fear 5, Spell caster, Regenerate Some Necromancers are powerful enough to defy death and return as evil hearted Liches. Although their flesh is shrivelled and long dead, they are still immensely powerful sorcerers.
Ghoul

5

1

3

4

5

2

6

3+

Fear 4 Ghouls are the descendants of insane and evil hearted cannibals - men who ate the flesh of the dead. Over the years they have degenerated into a race that is no longer human. They live amongst places of the dead, feeding on corpses and sometimes attacking lone travellers or vulnerable groups.
Mummy

5

1

4

5

5

2

6

3+

Fear 4, Plague Mummies are protected by powerful magics to preserve them and cheat death itself. They are deadly opponents, capable of delivering crushing blows upon their enemies.
Wraith

5

1

3

4

5

2

6

3+

Terror 4, Ethereal Continual use of dark magic drains the soul and withers the body, until only an insubstantial husk remains, deprived of its substance and driven by a twisted mind. The victims of such foolishness are called Wraiths. Once they were great men, wizards of considerable power, but now they are just shadows kept between life and death by their own bitterness. Their cloaks give them substance, but nothing remains of their physical bodies. They are dangerous because their chill touch drains life from living creatures.
Wight

5

1

3

5

5

2

6

3+

Fear 5 Although their bodies are decayed leaving only bones and tattered flesh, Wights are held together by evil magic so strong that it has endured by centuries. They wear ancient battle gear, corroded by time. Their shrivelled and horrific bodies are adorned with golden amulets and rings.
Vampire count

8

5

6

6

7

4

8

4+

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

8

5

6

6

7

4

8

4+

Spell caster, Regenerate A Necromancer is an evil wizard with powers over the world of the dead. His magic enables him to extend his own life for centuries and to raise corpses to create Skeletons and Zombies.
Carrion

5

-

3

3

2

5

4

3+

Fear 4 Carrion are the remains of ancient flying creatures that soared the skies before the coming of Elves or Dwarfs. Seated across their skeletal backs is a wraith-like creature that feeds off the departing spirits of the slain.
Zombie dragon

13

2

12

12

10

13

14

6+

Terror 5 Dragons have ruled the skies since time began, and they are fearsome and mighty creatures. When a dragon feels the call of death, it flies wearily off to the Plain of Bones to breathe its last among the bones off its kind. Here the winds of Dark Magic are strong and occasionally a dragon's massive wings will beat again with unnatural vigour.

Other Monsters

In the deep, labyinthine 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 out spiteful evils.  Others are raging beasts of such immense power and fury that they strike terror into the hearts of thsoe who behold them.

Monster

WS BS

S

T

Dex WP Wnds

Target #

Notes

Damage

Description

Chimera

7

6

8

6

6

5

8

3+

Terror 5

+9

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.
Cockatrice

6

-

5

5

4

5

6

5+

Fear 5, Fly, Petrify

+10

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.
Cold one

9

-

6

7

10

4

8

5+

Fear 4, Scaly skin

+9

Cold Ones live in dark caves and tunnels beneath Lustria and also roam the jungles. Their bodies exude poisonous slime and they are somewhat immune to pain, having such thick skin.
Dragon

11

2

12

12

10

10

14

5+

Terror 5, Fly

+12

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.
Great dragon

12

3

13

13

11

11

14

6+

Terror 6, Fly

+12

Emporer dragon

13

4

14

14

12

12

16

6+

Terror 6, Fly

+12

Giant

11

8

11

11

8

9

12

4+

Fear 5

By weapon, +11 with fists

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 bats

3

-

3

3

3

2

4

2+

+2

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 rats

3

-

4

3

2

2

4

2+

+3

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 scorpion

5

-

4

4

3

3

6

2+

+6

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 spiders

4

3

3

3

2

2

4

2+

Fear 3

+4

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 wolf

6

-

5

4

4

4

6

6+

+7

Great Wolves are about the size of a small pony and very fierce, so not many Goblins wish to ride them. Those that do, however, are looked upon with respect by the rest of the Goblin community - that is, until the Great Wolf decides to eat them!
Gorgon

4

6

4

4

5

5

6

3+

Fear 4, Petrify

+10

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.
Griffon

7

-

7

6

8

6

8

4+

Terror 4, Fly

+9

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.
Hippogriff

7

-

7

6

7

6

8

4+

Terror, Fly

+10

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.
Horned one

10

-

7

8

11

5

10

6+

Fear 5, Scaly skin

+9

There also exists an almost extinct breed of Cold One called a Horned One. A Horned One only exists in Lustria and is very aggressive and territorial. It will attack any other opponent, regardless of size.
Hydra

5

-

7

9

5

5

10

3+

Terror 5

+12

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.
Manticore

7

-

8

8

6

6

10

3+

Terror 4, Fly

+9

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.
Minotaur

9

8

9

9

7

7

10

4+

Fear 4

By weapon, +8 with fists

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.
Ogre

8

7

8

8

6

6

10

3+

Fear 4

By weapon, +10 with fists

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.
Salamander

8

5

5

6

9

3

8

5+

Spit acid, Scaly skin, Aquatic

+6

Salamanders are great amphibians that live deep in the jungles and swamps of Lustria. They are violently fierce and spit venom at their prey. Once the venom has partially dissolved their victims, the Salamanders devour them with their huge jaws.
Stone troll

10

7

10

11

7

7

12

4+

Fear 3, Regenerate

By weapon, +9 with fists

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

9

6

9

10

6

6

12

3+

Fear 3, Regenerate

By weapon, +7 with fists

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.
War boar

4

-

3

2

2

3

4

2+

+4

Orcs have bread a special breed of Boar designed for fighting called the War Boar. War Boars are incredibly viscous, with long sharp tusks that can rip a Warrior to shreds.
War hound

5

-

4

3

3

3

4

6+

+6

Warhounds are sometimes driven into combat by Dark Elf Beastmasters, using their whips to control them.
Wyvern

10

1

11

11

9

9

14

5+

Terror 5, Fly

+12

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.

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.

Fire Dragon - Breathes Fire

At the start of each turn roll 1D6. The number rolled indicates how many targets are engulfed in flame and fire. Each target must make a Dex roll with a target of 4+ and with 5 successes. Each target hit by the fire suffers 3D6 Wounds, with no modifier for armour.

Black Dragon - Breathes Smoke

At the start of each turn roll 1D6. The number rolled indicates how many targets are engulfed in the oily fumes. Each target must make a Dex roll with a target of 4+ and with 5 successes. Roll 1D6 for each target hit by the smoke, subtract his Toughness from the score and multiply the result by 2. The total shows how many D6 Wounds the target suffers, with no modifiers for Toughness or armour. For example, a 6 is rolled for a target of Toughness 4. He suffers ((6-4) x 2) = 4D6 Wounds, with no modifiers for Toughness or armour.

Green Dragon - Breathes Corrosive Fumes

Roll 1D6 for each Warrior and add his Toughness. If the score is 13 or more that Warrior is unaffected. If the score is 12 or less that Warrior suffers 3D6 Wounds, with no modifiers for Toughness or armour.

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.

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.

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