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66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.
Creature catalogue
66
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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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
1
Defense
1
Damage
1–1
Health
1
Speed
2
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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
5
Defense
3
Damage
2–3
Health
10
Speed
2
Shots
12
Base weekly growth
8
Cost per creature: 150 gold
Abilities and limitations
No additional special ability in the reference table.
Ranger 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
5
Defense
9
Damage
3–4
Health
15
Speed
4
Shots
0
Base weekly growth
5
Cost per creature: 200 gold
Abilities and limitations
No additional special ability in the reference table.
Veteran 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
5
Defense
9
Damage
3–4
Health
20
Speed
5
Shots
0
Base weekly growth
5
Cost per creature: 250 gold
Abilities and limitations
No additional special ability in the reference table.
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
7
Defense
9
Damage
4–6
Health
25
Speed
4
Shots
0
Base weekly growth
4
Cost per creature: 250 gold
Abilities and limitations
No additional special ability in the reference table.
Master 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
7
Defense
9
Damage
4–6
Health
30
Speed
5
Shots
0
Base weekly growth
4
Cost per creature: 300 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
10
Defense
9
Damage
5–10
Health
30
Speed
6
Shots
0
Base weekly growth
3
Cost per creature: 300 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Champion 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
Read Speed 7 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
10
Defense
9
Damage
5–10
Health
40
Speed
7
Shots
0
Base weekly growth
3
Cost per creature: 375 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
11
Defense
12
Damage
10–20
Health
50
Speed
5
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.
Crusader 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Deals double damage against undead.
Attack
11
Defense
12
Damage
10–20
Health
65
Speed
6
Shots
0
Base weekly growth
2
Cost per creature: 1000 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
3
Defense
1
Damage
1–2
Health
3
Speed
4
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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
3
Defense
4
Damage
2–3
Health
10
Speed
2
Shots
8
Base weekly growth
8
Cost per creature: 140 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.
Orc Chief 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
Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
3
Defense
4
Damage
3–4
Health
15
Speed
3
Shots
16
Base weekly growth
8
Cost per creature: 175 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.
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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
6
Defense
2
Damage
3–5
Health
20
Speed
6
Shots
0
Base weekly growth
5
Cost per creature: 200 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
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.
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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
9
Defense
5
Damage
4–6
Health
40
Speed
2
Shots
0
Base weekly growth
4
Cost per creature: 300 gold
Abilities and limitations
No additional special ability in the reference table.
Ogre Lord 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
9
Defense
5
Damage
5–7
Health
60
Speed
4
Shots
0
Base weekly growth
4
Cost per creature: 500 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
5–7
Health
40
Speed
4
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.
War 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
7–9
Health
40
Speed
5
Shots
16
Base weekly growth
3
Cost per creature: 700 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
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
5
Shots
0
Base weekly growth
2
Cost per creature: 750 gold + 1 crystals
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Its melee attack prevents enemy retaliation.
Flying creature; can cross obstacles while moving.
Attack
4
Defense
2
Damage
1–2
Health
2
Speed
4
Shots
0
Base weekly growth
8
Cost per creature: 50 gold
Abilities and limitations
Its melee attack prevents enemy retaliation.
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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
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
2
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.
Battle 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
25% chance to resist a hostile spell; this is not the same percentage of damage reduction.
Attack
6
Defense
6
Damage
2–4
Health
20
Speed
4
Shots
0
Base weekly growth
6
Cost per creature: 250 gold
Abilities and limitations
25% chance to resist a hostile spell; this is not the same percentage of damage reduction.
Elf 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Fires twice during a ranged action.
Attack
4
Defense
3
Damage
2–3
Health
15
Speed
4
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.
Grand Elf 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Fires twice during a ranged action.
Attack
5
Defense
5
Damage
2–3
Health
15
Speed
6
Shots
24
Base weekly growth
4
Cost per creature: 300 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
7
Defense
5
Damage
5–8
Health
25
Speed
5
Shots
8
Base weekly growth
3
Cost per creature: 350 gold
Abilities and limitations
No additional special ability in the reference table.
Greater 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
7
Defense
7
Damage
5–8
Health
25
Speed
6
Shots
16
Base weekly growth
3
Cost per creature: 400 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
20% attack-triggered chance to apply Blind.
Attack
10
Defense
9
Damage
7–14
Health
40
Speed
5
Shots
0
Base weekly growth
2
Cost per creature: 500 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
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
Read Speed 7 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
10
Damage
20–40
Health
100
Speed
7
Shots
0
Base weekly growth
1
Cost per creature: 1500 gold + 1 mercury
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Flying creature; can cross obstacles while moving.
Immune to elemental spells as classified in Heroes II. This does not imply immunity to every spell.
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
3
Defense
1
Damage
1–2
Health
5
Speed
4
Shots
8
Base weekly growth
8
Cost per creature: 60 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Flying creature; can cross obstacles while moving.
Attack
4
Defense
7
Damage
2–3
Health
15
Speed
6
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Attack
6
Defense
6
Damage
3–5
Health
25
Speed
4
Shots
0
Base weekly growth
4
Cost per creature: 300 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
9
Defense
8
Damage
5–10
Health
35
Speed
4
Shots
0
Base weekly growth
3
Cost per creature: 400 gold
Abilities and limitations
No additional special ability in the reference table.
Minotaur King 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
9
Defense
8
Damage
5–10
Health
45
Speed
6
Shots
0
Base weekly growth
3
Cost per creature: 500 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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
Attack
8
Defense
9
Damage
6–12
Health
75
Speed
2
Shots
0
Base weekly growth
2
Cost per creature: 800 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
Green Dragon 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
12
Defense
12
Damage
25–50
Health
200
Speed
4
Shots
0
Base weekly growth
1
Cost per creature: 3000 gold + 1 sulfur
Abilities and limitations
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Complete magic immunity, including friendly support spells.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Red Dragon 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
13
Defense
13
Damage
25–50
Health
250
Speed
5
Shots
0
Base weekly growth
1
Cost per creature: 3500 gold + 1 sulfur
Abilities and limitations
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Complete magic immunity, including friendly support spells.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Black Dragon 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
14
Defense
14
Damage
25–50
Health
300
Speed
6
Shots
0
Base weekly growth
1
Cost per creature: 4000 gold + 2 sulfur
Abilities and limitations
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Complete magic immunity, including friendly support spells.
Melee attack reaches two hexes in a line. Watch the stack behind the target.
Halfling 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
Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Attack
2
Defense
1
Damage
1–3
Health
3
Speed
3
Shots
12
Base weekly growth
8
Cost per creature: 50 gold
Abilities and limitations
No additional special ability in the reference table.
Boar 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
5
Defense
4
Damage
2–3
Health
15
Speed
6
Shots
0
Base weekly growth
6
Cost per creature: 150 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Iron Golem 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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Steel Golem 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
Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Roc 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Attack
7
Defense
7
Damage
4–8
Health
40
Speed
4
Shots
0
Base weekly growth
3
Cost per creature: 400 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
Mage 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Archmage 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
A shooter without the usual melee damage penalty.
20% attack-triggered chance to apply Dispel to remove beneficial target spells.
Attack
12
Defense
8
Damage
7–9
Health
35
Speed
6
Shots
24
Base weekly growth
2
Cost per creature: 700 gold
Abilities and limitations
A shooter without the usual melee damage penalty.
20% attack-triggered chance to apply Dispel to remove beneficial target spells.
Giant 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Titan 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Skeleton 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Attack
4
Defense
3
Damage
2–3
Health
4
Speed
4
Shots
0
Base weekly growth
8
Cost per creature: 75 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Zombie 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
Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Attack
5
Defense
2
Damage
2–3
Health
15
Speed
2
Shots
0
Base weekly growth
6
Cost per creature: 150 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Mutant Zombie 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Attack
5
Defense
2
Damage
2–3
Health
20
Speed
4
Shots
0
Base weekly growth
6
Cost per creature: 200 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Mummy: 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
20% attack-triggered chance to apply Curse.
Attack
6
Defense
6
Damage
3–4
Health
25
Speed
4
Shots
0
Base weekly growth
4
Cost per creature: 250 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Royal Mummy: 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
30% attack-triggered chance to apply Curse.
Attack
6
Defense
6
Damage
3–4
Health
30
Speed
5
Shots
0
Base weekly growth
4
Cost per creature: 300 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Vampire 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Flying creature; can cross obstacles while moving.
Attack
8
Defense
6
Damage
5–7
Health
30
Speed
4
Shots
0
Base weekly growth
3
Cost per creature: 500 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Flying creature; can cross obstacles while moving.
Vampire Lord 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Flying creature; can cross obstacles while moving.
Attack
8
Defense
6
Damage
5–7
Health
40
Speed
5
Shots
0
Base weekly growth
3
Cost per creature: 650 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Flying creature; can cross obstacles while moving.
Its melee attack prevents enemy retaliation.
Drains the attacked stack to restore its own stack. Target immunities can limit its use.
Lich 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Attack
7
Defense
12
Damage
8–10
Health
25
Speed
5
Shots
12
Base weekly growth
2
Cost per creature: 750 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Power Lich 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Attack
7
Defense
13
Damage
8–10
Health
35
Speed
6
Shots
24
Base weekly growth
2
Cost per creature: 900 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Bone Dragon 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Undead creature; follows undead rules rather than normal living-creature rules.
Dragon creature. Specific magical protection and attacks are listed separately.
Attack
11
Defense
9
Damage
25–45
Health
150
Speed
4
Shots
0
Base weekly growth
1
Cost per creature: 1500 gold
Abilities and limitations
Undead creature; follows undead rules rather than normal living-creature rules.
Dragon creature. Specific magical protection and attacks are listed separately.
Occupies two hexes; allow for its footprint when blocking or passing.
Flying creature; can cross obstacles while moving.
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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
Attack
7
Defense
6
Damage
2–5
Health
20
Speed
6
Shots
0
Base weekly growth
4
Cost per creature: 200 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Deny useful Ghost actions and focus damage on them. Sacrificing a large cheap stack can increase their numbers and make the rest of combat more expensive.
Watch for: Initial stats do not describe the stack after gaining kills. Acquisition and creation depend on the actual map.
Timing, specific abilities and the follow-up plan
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
Flying creature; can cross obstacles while moving.
Attack
8
Defense
7
Damage
4–6
Health
20
Speed
5
Shots
0
Base weekly growth
3
Cost per creature: 1000 gold
Abilities and limitations
Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
Flying creature; can cross obstacles while moving.
Undead creature; follows undead rules rather than normal living-creature rules.
Medusa: 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Occupies two hexes; allow for its footprint when blocking or passing.
20% attack-triggered chance to apply Petrify.
Attack
8
Defense
9
Damage
6–10
Health
35
Speed
4
Shots
0
Base weekly growth
5
Cost per creature: 500 gold
Abilities and limitations
Occupies two hexes; allow for its footprint when blocking or passing.
Earth Elemental 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
Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Earth elemental creature.
Attack
8
Defense
8
Damage
4–5
Health
50
Speed
3
Shots
0
Base weekly growth
4
Cost per creature: 500 gold
Abilities and limitations
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Air Elemental 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
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Air elemental creature.
Attack
7
Defense
7
Damage
2–8
Health
35
Speed
6
Shots
0
Base weekly growth
4
Cost per creature: 500 gold
Abilities and limitations
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Fire Elemental 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
Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Fire elemental creature.
Attack
8
Defense
6
Damage
4–6
Health
40
Speed
5
Shots
0
Base weekly growth
4
Cost per creature: 500 gold
Abilities and limitations
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Water Elemental 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
Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
Water elemental creature.
Attack
6
Defense
8
Damage
3–7
Health
45
Speed
4
Shots
0
Base weekly growth
4
Cost per creature: 500 gold
Abilities and limitations
Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.
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.