Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.
28 PC Heroes I creatures from the original manual, pages 80–88. Base combat stats without hero or spell bonuses, base weekly growth and per-creature costs. Speed retains Slow / Medium / Fast categories. Abilities follow the manual’s listed rules. Neutral growth is not stated, and Ghost cannot be recruited normally.
Creature catalogue
28
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Peasant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
1
Defense
1
Damage
1–1
Health
1
Speed
Slow
Shots
0
Base weekly growth
12
Cost per creature: 20 gold
Abilities and limitations
No additional special ability in the reference table.
Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
5
Defense
3
Damage
2–3
Health
10
Speed
Slow
Shots
12
Base weekly growth
8
Cost per creature: 150 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Pikeman should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
5
Defense
9
Damage
3–4
Health
15
Speed
Medium
Shots
0
Base weekly growth
5
Cost per creature: 200 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Swordsman should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
7
Defense
9
Damage
4–6
Health
25
Speed
Medium
Shots
0
Base weekly growth
4
Cost per creature: 250 gold
Abilities and limitations
No additional special ability in the reference table.
Cavalry should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
10
Defense
9
Damage
5–10
Health
30
Speed
Fast
Shots
0
Base weekly growth
3
Cost per creature: 300 gold
Abilities and limitations
No additional special ability in the reference table.
Paladin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
11
Defense
12
Damage
10–20
Health
50
Speed
Fast
Shots
0
Base weekly growth
2
Cost per creature: 600 gold
Abilities and limitations
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Goblin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
3
Defense
1
Damage
1–2
Health
3
Speed
Medium
Shots
0
Base weekly growth
10
Cost per creature: 40 gold
Abilities and limitations
No additional special ability in the reference table.
Orc needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
3
Defense
4
Damage
2–3
Health
10
Speed
Slow
Shots
8
Base weekly growth
8
Cost per creature: 140 gold
Abilities and limitations
No additional special ability in the reference table.
Wolf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
6
Defense
2
Damage
3–5
Health
20
Speed
Fast
Shots
0
Base weekly growth
5
Cost per creature: 200 gold
Abilities and limitations
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Ogre should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
9
Defense
5
Damage
4–6
Health
40
Speed
Slow
Shots
0
Base weekly growth
4
Cost per creature: 300 gold
Abilities and limitations
No additional special ability in the reference table.
Troll needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
5–7
Health
40
Speed
Medium
Shots
8
Base weekly growth
3
Cost per creature: 600 gold
Abilities and limitations
Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Cyclops: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
20% attack-triggered chance to apply Paralyze.
Attack
12
Defense
9
Damage
12–24
Health
80
Speed
Medium
Shots
0
Base weekly growth
2
Cost per creature: 750 gold
Abilities and limitations
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Sprite can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Its melee attack prevents enemy retaliation.
Attack
4
Defense
2
Damage
1–2
Health
2
Speed
Medium
Shots
0
Base weekly growth
8
Cost per creature: 50 gold
Abilities and limitations
Flying creature; can cross obstacles while moving.
Dwarf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
25% chance to resist a hostile spell; this is not the same percentage of damage reduction.
Attack
6
Defense
5
Damage
2–4
Health
20
Speed
Slow
Shots
0
Base weekly growth
6
Cost per creature: 200 gold
Abilities and limitations
25% chance to resist a hostile spell; this is not the same percentage of damage reduction.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Use double shooting from cover so Elves need not spend an action escaping. Before battle compare prepared Bless supplies with the stack’s Damage range.
Watch for: Heroes I heroes do not cast from a shared mana pool. Two shots do not help if enemies remove the Elves before their action.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Fires twice during a ranged action.
Attack
4
Defense
3
Damage
2–3
Health
15
Speed
Medium
Shots
24
Base weekly growth
4
Cost per creature: 250 gold
Abilities and limitations
Fires twice during a ranged action.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
7
Defense
5
Damage
5–8
Health
25
Speed
Fast
Shots
8
Base weekly growth
3
Cost per creature: 350 gold
Abilities and limitations
No additional special ability in the reference table.
Unicorn: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
10
Damage
20–40
Health
100
Speed
Fast
Shots
0
Base weekly growth
1
Cost per creature: 1500 gold + 1 mercury
Abilities and limitations
Flying creature; can cross obstacles while moving.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
3
Defense
1
Damage
1–2
Health
5
Speed
Medium
Shots
8
Base weekly growth
8
Cost per creature: 60 gold
Abilities and limitations
No additional special ability in the reference table.
Gargoyle can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Attack
4
Defense
7
Damage
2–3
Health
15
Speed
Fast
Shots
0
Base weekly growth
6
Cost per creature: 200 gold
Abilities and limitations
Flying creature; can cross obstacles while moving.
Griffin can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Retaliations are not limited to one per round. Drawing the first retaliation does not make the next attack safe.
Attack
6
Defense
6
Damage
3–5
Health
25
Speed
Medium
Shots
0
Base weekly growth
4
Cost per creature: 300 gold
Abilities and limitations
Flying creature; can cross obstacles while moving.
Retaliations are not limited to one per round. Drawing the first retaliation does not make the next attack safe.
Minotaur should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
9
Defense
8
Damage
5–10
Health
35
Speed
Medium
Shots
0
Base weekly growth
3
Cost per creature: 400 gold
Abilities and limitations
No additional special ability in the reference table.
Hydra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.
Timing, specific abilities and the follow-up plan
The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
Its melee attack prevents enemy retaliation.
Attack
8
Defense
9
Damage
6–12
Health
75
Speed
Slow
Shots
0
Base weekly growth
2
Cost per creature: 800 gold
Abilities and limitations
Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
Use flight to find a valid breath line and check both affected stacks. Exploit complete spell immunity against enemy spells while planning without friendly buffs on the Dragon.
Watch for: A friendly creature behind the target can be hit. Immunity does not block ordinary physical attacks and also blocks friendly magic.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
12
Damage
25–50
Health
200
Speed
Medium
Shots
0
Base weekly growth
1
Cost per creature: 3000 gold + 1 sulfur
Abilities and limitations
Flying creature; can cross obstacles while moving.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Complete magic immunity, including friendly support spells.
Rogue should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Nomad should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
7
Defense
6
Damage
2–5
Health
20
Speed
Fast
Shots
0
Base weekly growth
Not stated
Cost per creature: 200 gold
Abilities and limitations
No additional special ability in the reference table.
Genie can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
10% chance to halve the attacked enemy stack.
Attack
10
Defense
9
Damage
20–30
Health
50
Speed
Fast
Shots
0
Base weekly growth
Not stated
Cost per creature: 650 gold + 1 gems
Abilities and limitations
Flying creature; can cross obstacles while moving.
Do not judge Ghosts only by initial size. Killed enemies can enlarge their stack, so avoid feeding them a large weak army.
Watch for: Heroes I Ghosts do not use Heroes IV Aging or Heroes V’s different defensive rules. Ordinary recruitment is unavailable here.
Timing, specific abilities and the follow-up plan
The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Flying creature; can cross obstacles while moving.
Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
Attack
8
Defense
7
Damage
4–6
Health
20
Speed
Medium
Shots
0
Base weekly growth
Not stated
Cost per creature: Cannot be recruited normally
Abilities and limitations
Flying creature; can cross obstacles while moving.
Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
28 PC Heroes I creatures from the original manual, pages 80–88. Base combat stats without hero or spell bonuses, base weekly growth and per-creature costs. Speed retains Slow / Medium / Fast categories. Abilities follow the manual’s listed rules. Neutral growth is not stated, and Ghost cannot be recruited normally.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.