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How to use this creature in practice Infantry screening shooters and heroes
Keep it on the approach to Crossbowmen. A stun is most valuable against a stack whose next action threatens you.
Watch for: Stun is not guaranteed. Do not send it alone into encirclement just for a chance to trigger it.
Melee attack 9
Ranged attack —
Melee defense 11
Ranged defense 11
Damage 2–3
Health 10
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 21
Experience per creature 7 Cost per creature: 26 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Other level-one recruit: Crossbowman Both dwellings can exist in the same town. Abilities and limitations Stun A hit can disable an eligible target for one action. The chance depends on the hit’s strength relative to the target; undead, elementals and mechanical creatures are immune.
See it on the battlefield Protect the caster, not only the front line → Open the shooter’s line of fire → A flyer can bypass the front screen → Two heroes, two distinct jobs → Spacing against an area attack → Damaging a blinded target can end your control → Heal restores HP rather than dead stack members → Reference ↗
How to use this creature in practice Shooting from a protected position
Use Long Range against distant targets and secure approach routes with infantry. Focus fire on the stack you need removed before contact.
Watch for: Long Range does not protect against flyers or guarantee line of sight. Check obstacles and approaching enemies.
Melee attack 4
Ranged attack 9
Melee defense 11
Ranged defense 11
Damage 2–3
Health 10
Action speed 2
Combat movement 6
Adventure movement 19
Shots 10
Mana 0
Weekly growth 16
Experience per creature 9 Cost per creature: 32 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Other level-one recruit: Squire Both dwellings can exist in the same town. Abilities and limitations Long range Reduces long-distance shooting penalties. Check wall and obstacle penalties separately; those are a different property.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
See it on the battlefield Protect the caster, not only the front line → Open the shooter’s line of fire → Two heroes, two distinct jobs → Spacing against an area attack → A summoned Wolf is not permanent recruitment → An illusion helps, but Dispel can remove it → Damaging a blinded target can end your control → Heal restores HP rather than dead stack members → Reference ↗
How to use this creature in practice Melee at long-weapon reach
Check Long Weapon reach before moving directly beside a target. Use Negate First Strike against enemies relying on hitting before your reply.
Watch for: A long weapon is not a regular ranged attack. Do not assign it the Crossbowman’s role.
Melee attack 12
Ranged attack —
Melee defense 14
Ranged defense 14
Damage 6–8
Health 30
Action speed 4
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 9
Experience per creature 35 Cost per creature: 150 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Ballista The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Negate First Strike Cancels an opponent’s First Strike advantage. Check this trait before relying on an early hit, rather than comparing speed alone.
Long weapon Allows a melee strike from farther away. Correct spacing can put the attacker beyond the reach of the opponent’s shorter weapon.
See it on the battlefield A flyer can bypass the front screen → Reference ↗
How to use this creature in practice Slow ranged support
Deploy it with sight over important ground and arrange protection in the opening formation. It is a separate mechanical stack.
Watch for: Its combat movement is zero. A later reposition cannot rescue bad deployment; ordinary living-creature healing does not repair it.
Melee attack 8
Ranged attack 15
Melee defense 16
Ranged defense 16
Damage 5–7
Health 28
Action speed 0
Combat movement 2⅔
Adventure movement 15
Shots 20
Mana 0
Weekly growth 7
Experience per creature 44 Cost per creature: 190 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Pikeman The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Ignore siege obstacles Shoots without the usual obstacle and wall penalty. A Heroes IV Ballista is a separate creature stack occupying an army slot.
Long range Reduces long-distance shooting penalties. Check wall and obstacle penalties separately; those are a different property.
Mechanical Unaffected by morale and effects requiring a living body. Ordinary healing for living creatures is therefore not a universal repair method.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Double melee strike
Choose a target that leaves enough Crusaders alive for the second strike. Account for their protection when facing Death.
Watch for: Double attack does not mean two safe hits without an enemy reply. Death protection is not universal immunity.
Melee attack 22
Ranged attack —
Melee defense 23
Ranged defense 23
Damage 10–16
Health 65
Action speed 7
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 5
Experience per creature 124 Cost per creature: 650 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Monk The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Death protection Gains 50% defense against Death creatures and 50% protection against Death magic. The matching spell does not add another identical bonus.
Two attacks Performs two strikes during one attack action. The second follows retaliation, so casualties in the first exchange can weaken it.
Reference ↗
How to use this creature in practice Life ranged support
Keep distance and compare the Monk with the alternative Crusader by available shooting space. Use its documented protection against Death.
Watch for: The protection does not cover every faction. Life affiliation does not replace a usable shooting position.
Melee attack 10
Ranged attack 20
Melee defense 22
Ranged defense 22
Damage 10–15
Health 55
Action speed 5
Combat movement 6
Adventure movement 19
Shots 12
Mana 0
Weekly growth 6
Experience per creature 107 Cost per creature: 550 gold
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Crusader The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Death protection Gains 50% defense against Death creatures and 50% protection against Death magic. The matching spell does not add another identical bonus.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Charging a reachable target
Plan a Charge route and a target where First Strike can weaken the reply. Also consider enemies able to attack after arrival.
Watch for: A longer route is not necessarily safer. Enemy Negate First Strike can remove an important advantage.
Melee attack 25
Ranged attack —
Melee defense 25
Ranged defense 25
Damage 24–36
Health 150
Action speed 6
Combat movement 10
Adventure movement 25
Shots 0
Mana 0
Weekly growth 4
Experience per creature 320 Cost per creature: 2000 gold + 2 wood + 2 ore
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Angel The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Charge Damage rises by 3.5% per unit of distance travelled before the hit. Open space for the approach therefore has tactical value.
First Strike Hits before the opponent’s ordinary retaliation during an exchange. Casualties inflicted first can reduce the returning hit.
Reference ↗
How to use this creature in practice Flying offense and recovering casualties
Compare attacking with using Resurrection on an eligible friendly stack. Landing space and subsequent action order determine the actual benefit.
Watch for: Resurrection has its own conditions and budget. It is not unlimited recovery for any army.
Melee attack 30
Ranged attack —
Melee defense 34
Ranged defense 34
Damage 40–65
Health 230
Action speed 10
Combat movement 15
Adventure movement 30
Shots 0
Mana 20
Weekly growth 2
Experience per creature 620 Cost per creature: 4000 gold + 2 crystals
Life · Haven Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Life
Mutually exclusive town alternative: Champion The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Resurrection Costs 20 mana and restores up to 90 health per Angel to eligible fallen allies. Recovered creatures remain after battle.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Resilient screening infantry
Use Dwarves to hold a narrow approach to shooters and casters. Consider magic resistance when evaluating protection against a spellcaster.
Watch for: Resistance does not automatically improve reach or speed. Do not assume infantry can catch every flyer.
Melee attack 11
Ranged attack —
Melee defense 11
Ranged defense 11
Damage 2–3
Health 12
Action speed 3
Combat movement 4⅔
Adventure movement 18
Shots 0
Mana 0
Weekly growth 18
Experience per creature 8 Cost per creature: 28 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Other level-one recruit: Halfling Both dwellings can exist in the same town. Abilities and limitations Magic resistance 50% chance to resist a hostile spell, also reducing spell damage. This is not complete immunity; beneficial magic follows its own targeting rules.
Reference ↗
How to use this creature in practice Shooter against level-four creatures
With safe line of sight, use Giant Slayer against level-four creatures. Prioritize a target whose losses prevent a dangerous next action.
Watch for: The word “giant” or artwork size does not establish eligibility. Creature level and the other attack conditions do.
Melee attack 5
Ranged attack 10
Melee defense 10
Ranged defense 10
Damage 1–2
Health 8
Action speed 6
Combat movement 4⅔
Adventure movement 18
Shots 10
Mana 0
Weekly growth 23
Experience per creature 7 Cost per creature: 22 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Other level-one recruit: Dwarf Both dwellings can exist in the same town. Abilities and limitations Giant Slayer Deals 50% more damage to level-four creatures. Do not assume it stacks with a spell or artifact granting the same effect.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Heroes connected to this creature Example in a tactical plan (2) The creature is an example in our specific plan; this does not establish ownership or a starting army.
Reference ↗
How to use this creature in practice Mechanical defensive line
Place Gold Golems between threats and friendly casters. Their magic resistance helps when weathering enemy spells.
Watch for: Mechanical creatures and living infantry do not share healing options. Prepare support for the actual target type.
Melee attack 16
Ranged attack —
Melee defense 16
Ranged defense 16
Damage 8–12
Health 50
Action speed 3
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 6
Experience per creature 56 Cost per creature: 240 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Mage The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Magic resistance 75% chance to resist a hostile spell, also reducing spell damage. This is not complete immunity; beneficial magic follows its own targeting rules.
Mechanical Unaffected by morale and effects requiring a living body. Ordinary healing for living creatures is therefore not a universal repair method.
Reference ↗
How to use this creature in practice Stack spellcaster with its own book
Choose Magic Fist, Poison, Blur, Curse or Raise Skeletons for the situation. Compare immediate damage, damage over time and ally protection.
Watch for: It spends its own action and stack mana. The hero’s mana pool does not automatically supply it.
Melee attack 6
Ranged attack —
Melee defense 12
Ranged defense 12
Damage 3–4
Health 16
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 16
Weekly growth 8
Experience per creature 38 Cost per creature: 160 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Gold Golem The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Spellcasting Creature spellbook: Magic Fist · Poison · Raise Skeletons · Blur · Curse. Uses the stack’s mana and its own action. Spell strength depends on creature numbers rather than the hero’s attributes.
Heroes connected to this creature Example in a tactical plan (3) The creature is an example in our specific plan; this does not establish ownership or a starting army.
Reference ↗
How to use this creature in practice Melee attacker suppressing retaliation
Pick a target the Naga can reach and exploit its attack without ordinary retaliation. Use it to focus down a particular stack.
Watch for: The trait does not prevent a later enemy turn. Count threats around the destination after attacking.
Melee attack 22
Ranged attack —
Melee defense 22
Ranged defense 22
Damage 14–22
Health 90
Action speed 7
Combat movement 6⅔
Adventure movement 20
Shots 0
Mana 0
Weekly growth 4
Experience per creature 157 Cost per creature: 850 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Genie The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Reference ↗
How to use this creature in practice Mobile support and control
Compare Ice Bolt with Slow, Song of Peace or Create Illusion. Choose between damage, delaying an enemy and adding battlefield presence.
Watch for: An illusion is not permanent recruitment. Flying does not recover a casting action spent escaping enemy reach.
Melee attack 10
Ranged attack —
Melee defense 18
Ranged defense 18
Damage 9–12
Health 60
Action speed 6
Combat movement 10
Adventure movement 25
Shots 0
Mana 24
Weekly growth 6
Experience per creature 105 Cost per creature: 550 gold
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Naga The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Spellcasting Creature spellbook: Ice Bolt · Create Illusion · Slow · Mirth · Song of Peace · Cowardice. Uses the stack’s mana and its own action. Spell strength depends on creature numbers rather than the hero’s attributes.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Heroes connected to this creature Example in a tactical plan (3) The creature is an example in our specific plan; this does not establish ownership or a starting army.
Reference ↗
How to use this creature in practice Mechanical fighter for the opening exchange
Check First Strike and the cancellation of enemy First Strike before contact. Seek exchanges where an early hit reduces returning damage.
Watch for: The Dragon name grants neither breath nor complete magic immunity. Use only this profile’s traits.
Melee attack 34
Ranged attack —
Melee defense 34
Ranged defense 34
Damage 36–55
Health 220
Action speed 9
Combat movement 12
Adventure movement 27
Shots 0
Mana 0
Weekly growth 2
Experience per creature 630 Cost per creature: 4000 gold + 4 ore
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Titan The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Mechanical Unaffected by morale and effects requiring a living body. Ordinary healing for living creatures is therefore not a universal repair method.
Negate First Strike Cancels an opponent’s First Strike advantage. Check this trait before relying on an early hit, rather than comparing speed alone.
First Strike Hits before the opponent’s ordinary retaliation during an exchange. Casualties inflicted first can reduce the returning hit.
Reference ↗
How to use this creature in practice Top-tier shooter also able to fight in melee
Begin with fire from safe line of sight. No Melee Penalty supports melee when engaged; use Chaos protection against relevant threats.
Watch for: Full melee attack is not a reason to accept every enemy hit. Compare the alternative Dragon Golems too.
Melee attack 32
Ranged attack 32
Melee defense 32
Ranged defense 32
Damage 34–50
Health 210
Action speed 6
Combat movement 7⅓
Adventure movement 21
Shots 16
Mana 0
Weekly growth 2
Experience per creature 616 Cost per creature: 4000 gold + 2 gems
Order · Academy Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Order
Mutually exclusive town alternative: Dragon Golem The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Chaos protection Receives 50% more defense against Chaos creatures and 50% protection against Chaos magic. The corresponding spell does not add another identical bonus.
No melee penalty The shooter avoids the usual melee attack penalty. Its ammunition count does not limit how many melee attacks it can make.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Heroes connected to this creature Example in a tactical plan (2) The creature is an example in our specific plan; this does not establish ownership or a starting army.
Reference ↗
How to use this creature in practice Independent adventure-map scouting
Use Stealth for scouting routes based on guard strength and detection. In combat it remains an ordinary melee stack.
Watch for: A hidden Bandit does not automatically hide its entire escort. Bypassing a guard safely is not winning the battle.
Melee attack 9
Ranged attack —
Melee defense 9
Ranged defense 9
Damage 1–3
Health 10
Action speed 7
Combat movement 9
Adventure movement 23
Shots 0
Mana 0
Weekly growth 26
Experience per creature 6 Cost per creature: 20 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Other level-one recruit: Orc Both dwellings can exist in the same town. Abilities and limitations Stealth Allows a lone Bandit to scout the adventure map without detection by weaker observers. Higher Scouting and enemy creature levels can reveal it.
Reference ↗
How to use this creature in practice Short-range shooting
Seek a closer position that still permits safe shooting. No Melee Penalty helps if contact is forced.
Watch for: Short Range penalizes distant shots. Moving closer must account for enemy reach as well as your improved hit.
Melee attack 11
Ranged attack 11
Melee defense 9
Ranged defense 9
Damage 1–3
Health 12
Action speed 4
Combat movement 6
Adventure movement 19
Shots 6
Mana 0
Weekly growth 16
Experience per creature 10 Cost per creature: 34 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Other level-one recruit: Bandit Both dwellings can exist in the same town. Abilities and limitations Short range Long-distance shots suffer a substantial penalty. Position the shooter closer without unnecessarily exposing it to attack.
No melee penalty The shooter avoids the usual melee attack penalty. Its ammunition count does not limit how many melee attacks it can make.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
See it on the battlefield Open the shooter’s line of fire → Damaging a blinded target can end your control → Reference ↗
How to use this creature in practice Sustained shooting and extra casualties
Shoot from cover and evaluate Stone Gaze against the actual target. Unlimited ammunition supports longer fights.
Watch for: Stone Gaze here is not simple immobilization from another game. Extra casualties depend on stack size and target protection.
Melee attack 19
Ranged attack 19
Melee defense 17
Ranged defense 17
Damage 3–6
Health 24
Action speed 5
Combat movement 6
Adventure movement 19
Shots ∞
Mana 0
Weekly growth 6
Experience per creature 52 Cost per creature: 220 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Minotaur The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Stone Gaze Can kill additional creatures immediately on a hit. The result depends on Medusa stack size, target level and magic protection, rather than a universal fixed count.
Unlimited ammunition Regular ranged attacks do not exhaust ammunition. This does not by itself remove distance penalties or enemy engagement.
No melee penalty The shooter avoids the usual melee attack penalty. Its ammunition count does not limit how many melee attacks it can make.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Melee anchor with a blocking chance
Hold an important approach and compare survival with the alternative Medusa. Block can absorb a hit while holding the line.
Watch for: A 30% Block is not guaranteed protection for the hero behind it. The plan must survive an unblocked hit.
Melee attack 16
Ranged attack —
Melee defense 15
Ranged defense 15
Damage 5–10
Health 38
Action speed 6
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 6
Experience per creature 53 Cost per creature: 230 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Medusa The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Block Has a 30% chance to block an attack completely, including ranged and area attacks. This chance is not a guarantee of survival.
Reference ↗
How to use this creature in practice Controlling a dangerous stack
Consider Terror against an eligible enemy whose next action matters. Compare mana cost with attacking directly.
Watch for: Mind-control immunity can stop it. Do not assume Terror affects every top-tier stack.
Melee attack 23
Ranged attack —
Melee defense 20
Ranged defense 20
Damage 12–26
Health 110
Action speed 6
Combat movement 9
Adventure movement 23
Shots 0
Mana 6
Weekly growth 4
Experience per creature 148 Cost per creature: 800 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Efreet The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Terror An active spell costing 6 mana makes an eligible target miss its next two actions. Check mind-control immunity before committing.
Reference ↗
How to use this creature in practice Flying pressure and punishing melee contact
Use Fire Shield in an exchange the Efreet can survive and that costs the enemy an important stack. Check fire protection when attacking.
Watch for: Fire Shield does not protect against shooting. Returned damage does not erase your casualties.
Melee attack 25
Ranged attack —
Melee defense 23
Ranged defense 23
Damage 10–20
Health 80
Action speed 6
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 4
Experience per creature 161 Cost per creature: 850 gold
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Nightmare The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Fire resistance Protects against fire spells and halves damage from creature attacks classified as fire. Fire resistance does not cover all magic.
Fire attack The attack uses fire. A creature with the relevant fire protection takes only half damage from it.
Fire Shield Returns 25% of damage dealt by a melee hit to the attacker. A ranged attack does not use the same trigger.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Hitting several adjacent enemies
Seek a reachable position beside several enemy stacks and exploit No Retaliation. Check every actually adjacent target.
Watch for: Multiple heads do not help if the Hydra cannot reach the enemy. Do not isolate it chasing a perfect encirclement.
Melee attack 30
Ranged attack —
Melee defense 26
Ranged defense 26
Damage 28–60
Health 250
Action speed 6
Combat movement 7⅓
Adventure movement 21
Shots 0
Mana 0
Weekly growth 2
Experience per creature 617 Cost per creature: 4000 gold + 2 mercury
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Black Dragon The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Attack adjacent enemies One attack can hit several adjacent enemies. Enemy positioning determines its value beyond the raw attack and defense ratings.
No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Reference ↗
How to use this creature in practice Flying breakthrough with penetrating breath
Check the target and the stack behind it before attacking. Magic immunity helps against spells; also evaluate enemy physical attacks.
Watch for: Breath can hit a friendly creature. Complete immunity also prevents ordinary friendly buffs.
Melee attack 40
Ranged attack —
Melee defense 40
Ranged defense 40
Damage 55–110
Health 400
Action speed 7
Combat movement 15
Adventure movement 30
Shots 0
Mana 0
Weekly growth 1
Experience per creature 1233 Cost per creature: 8000 gold + 4 sulfur
Chaos · Asylum Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Chaos
Mutually exclusive town alternative: Hydra The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Breath attack Also hits a stack directly behind the main target. Check the entire line, including any friendly stack occupying it.
Magic immunity Blocks hostile and beneficial magic as well as magical ability effects. Account for losing access to your own support spells when building the army.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Undead infantry with stronger ranged defense
Screen valuable units with it. Against shooting use the listed Ranged Defense, which already includes Skeletal.
Watch for: Do not double ranged defense again. Living-creature healing may not accept undead.
Melee attack 12
Ranged attack —
Melee defense 12
Ranged defense 24
Damage 1–2
Health 8
Action speed 4
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 25
Experience per creature 6 Cost per creature: 22 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Other level-one recruit: Imp Both dwellings can exist in the same town. Abilities and limitations Skeletal This innate trait doubles ranged defense. The card already lists ranged defense separately; do not multiply that value again.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
Heroes connected to this creature Example in a tactical plan (2) The creature is an example in our specific plan; this does not establish ownership or a starting army.
See it on the battlefield Protect the caster, not only the front line → Both sides can hit simultaneously → Two heroes, two distinct jobs → A summoned Wolf is not permanent recruitment → An illusion helps, but Dispel can remove it → Damaging a blinded target can end your control → Heal restores HP rather than dead stack members → Reference ↗
How to use this creature in practice Flying disruption of enemy mana
Consider Mana Leech with both enemy and friendly casters present. Plan movement so the support stack survives to act.
Watch for: Without a valid friendly recipient, mana is not banked. An Imp is not undead simply because it belongs to Necropolis.
Melee attack 10
Ranged attack —
Melee defense 10
Ranged defense 10
Damage 1–2
Health 7
Action speed 6
Combat movement 12⅔
Adventure movement 28
Shots 0
Mana 0
Weekly growth 28
Experience per creature 5 Cost per creature: 18 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Other level-one recruit: Skeleton Both dwellings can exist in the same town. Abilities and limitations Mana Leech Steals 2 mana from an enemy caster and transfers it to a friendly caster if present. Magic resistance can stop it; without a recipient the mana is not banked.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Flying debuff through Aging
Use Aging on an eligible target before friendly follow-up actions. Reduced movement can change which units the enemy can reach.
Watch for: Heroes IV Insubstantial is not Heroes V’s miss chance. Undead, elementals and machines have separate Aging exclusions.
Melee attack 15
Ranged attack —
Melee defense 30
Ranged defense 30
Damage 2–4
Health 15
Action speed 6
Combat movement 12⅔
Adventure movement 28
Shots 0
Mana 0
Weekly growth 9
Experience per creature 33 Cost per creature: 140 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Mutually exclusive town alternative: Cerberus The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Insubstantial Increases innate defense. In Heroes IV this is not the chance for a normal attack to miss found in other games; use the listed defense ratings.
Aging Reduces an eligible target’s attack and defense by 20% and movement by 50%. Undead, elementals and mechanical creatures resist the effect.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
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.
Reference ↗
How to use this creature in practice Melee attack on up to three targets
Choose a position for Three-headed Attack and No Retaliation. Check the actual reach of all three heads before moving.
Watch for: Three heads do not guarantee three targets in any formation. A Cerberus is not automatically an undead target.
Melee attack 16
Ranged attack —
Melee defense 16
Ranged defense 16
Damage 4–6
Health 24
Action speed 6
Combat movement 7⅓
Adventure movement 21
Shots 0
Mana 0
Weekly growth 7
Experience per creature 44 Cost per creature: 190 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Mutually exclusive town alternative: Ghost The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Three-headed attack Can strike three opponents within reach at once. Check which stacks the selected position actually allows it to hit.
No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Reference ↗
How to use this creature in practice Sustaining the stack through Life Drain
Attack an eligible living target and compare Life Drain recovery with threats after landing. No Retaliation improves the attack itself.
Watch for: Not every target supplies drain. It is not unlimited recovery against mechanical or undead armies.
Melee attack 30
Ranged attack —
Melee defense 30
Ranged defense 30
Damage 12–18
Health 70
Action speed 8
Combat movement 12⅔
Adventure movement 28
Shots 0
Mana 0
Weekly growth 3
Experience per creature 205 Cost per creature: 1100 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Mutually exclusive town alternative: Venom Spawn The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Life Drain Converts 50% of damage to an eligible living target into restored health and can recover fallen members of its stack. Nonliving targets do not provide the same recovery.
No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
Heroes connected to this creature Example in a tactical plan (2) The creature is an example in our specific plan; this does not establish ownership or a starting army.
Reference ↗
How to use this creature in practice Ranged poison for longer fights
Compare poisoning a target with immediately removing another. Damage over time matters when the fight lasts long enough.
Watch for: Poisoning an enemy about to die may add little. Check target resistance and creature type.
Melee attack 13
Ranged attack 26
Melee defense 26
Ranged defense 26
Damage 16–24
Health 100
Action speed 6
Combat movement 6
Adventure movement 19
Shots 15
Mana 0
Weekly growth 3
Experience per creature 201 Cost per creature: 1100 gold
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Ranged attack 26 is supplied by the independent Might and Magic Wiki table; the main Jaskinia Behemota reference omits this field.
Mutually exclusive town alternative: Vampire The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Poison A hit can poison an eligible target and deal damage in later rounds. Longer battles increase its value; do not rely on it against undead, elementals or mechanical creatures.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗ · Independent cross-check ↗
How to use this creature in practice Flying pressure and disrupting defense
Compare Scare and flight when opening access to shooters. Against incoming fire use the already increased Ranged Defense.
Watch for: The Dragon name does not grant breath to this profile. Do not apply Skeletal again to listed ranged defense.
Melee attack 30
Ranged attack —
Melee defense 30
Ranged defense 60
Damage 45–65
Health 275
Action speed 5
Combat movement 12⅔
Adventure movement 28
Shots 0
Mana 0
Weekly growth 2
Experience per creature 621 Cost per creature: 4000 gold + 2 crystals
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Mutually exclusive town alternative: Devil The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Fear A living target is forced to retreat. Leaving melee reach can prevent its retaliation, so obstacles and available space affect the result.
Skeletal This innate trait doubles ranged defense. The card already lists ranged defense separately; do not multiply that value again.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
Reference ↗
How to use this creature in practice Precise repositioning and summoning support
Use teleport for a reachable destination. Compare summoning Ice Demons with attacking and account for Life protection.
Watch for: Summoned support is not ordinary permanent recruitment. Teleport does not guarantee safety afterward.
Melee attack 33
Ranged attack —
Melee defense 33
Ranged defense 33
Damage 34–50
Health 210
Action speed 7
Combat movement 50
Adventure movement 30
Shots 0
Mana 8
Weekly growth 2
Experience per creature 614 Cost per creature: 4000 gold + 2 sulfur
Death · Necropolis Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Death
Mutually exclusive town alternative: Bone Dragon The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Life protection Gains 50% defense against Life creatures and 50% protection against Life magic. This is not a general defense increase against every faction.
Summon Ice Demons Spends 8 mana to summon one Ice Demon per Devil in the stack. The summoned reinforcements disappear after combat.
Teleportation Moves to a chosen free combat position without following an ordinary path around obstacles. It does not teleport the army across the adventure map.
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.
Reference ↗
How to use this creature in practice Double melee pressure
Seek exchanges leaving enough Wolves for the second attack. Support them so they need not take first contact alone.
Watch for: Adding two attacks on paper ignores casualties between hits. It is not final damage.
Melee attack 9
Ranged attack —
Melee defense 9
Ranged defense 9
Damage 2–3
Health 12
Action speed 7
Combat movement 7⅓
Adventure movement 21
Shots 0
Mana 0
Weekly growth 15
Experience per creature 11 Cost per creature: 36 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Other level-one recruit: Sprite Both dwellings can exist in the same town. Abilities and limitations Two attacks Performs two strikes during one attack action. The second follows retaliation, so casualties in the first exchange can weaken it.
See it on the battlefield A summoned Wolf is not permanent recruitment → Reference ↗
How to use this creature in practice Mobile attacks without retaliation
Use flight and No Retaliation against a reachable target. Choose a landing position with remaining enemy actions in mind.
Watch for: No retaliation does not mean no subsequent threat. Do not sacrifice the whole screen for one cheap hit.
Melee attack 10
Ranged attack 10
Melee defense 10
Ranged defense 10
Damage 1–2
Health 7
Action speed 6
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 23
Experience per creature 7 Cost per creature: 22 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Other level-one recruit: Wolf Both dwellings can exist in the same town. Abilities and limitations No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice First Strike in melee exchanges
Choose a target whose losses from the early hit reduce its reply. Check reach while also screening shooters.
Watch for: Against Negate First Strike the usual advantage is canceled. Hit order alone does not establish safety.
Melee attack 19
Ranged attack —
Melee defense 19
Ranged defense 19
Damage 6–8
Health 35
Action speed 8
Combat movement 9⅓
Adventure movement 24
Shots 0
Mana 0
Weekly growth 6
Experience per creature 53 Cost per creature: 220 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: Elf The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations First Strike Hits before the opponent’s ordinary retaliation during an exchange. Casualties inflicted first can reduce the returning hit.
Reference ↗
How to use this creature in practice Double shooting and ranged First Strike
Keep line of sight clear and compare both shots with the target’s ranged reply. Position the screen against enemy movement.
Watch for: Ranged First Strike is not general melee immunity. An obstacle or flying attacker can disrupt the shooting plan.
Melee attack 8
Ranged attack 16
Melee defense 16
Ranged defense 16
Damage 3–4
Health 18
Action speed 6
Combat movement 6
Adventure movement 19
Shots 24
Mana 0
Weekly growth 7
Experience per creature 43 Cost per creature: 190 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: White Tiger The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Ranged First Strike Hits before ordinary ranged retaliation during a shooting exchange. Inflicting casualties first can reduce the returning shot.
Two shots Fires twice during a ranged action, with possible retaliation between shots. Track surviving shooters as well as ammunition.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Flying defense against multiple attacks
Use Unlimited Retaliation where the enemy must make repeated melee attacks. Position the Griffin on an important approach.
Watch for: More retaliations do not ensure survival against unlimited attacks. Shooters and No Retaliation change the exchange.
Melee attack 19
Ranged attack —
Melee defense 19
Ranged defense 19
Damage 16–22
Health 95
Action speed 6
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 4
Experience per creature 154 Cost per creature: 800 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: Unicorn The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Unlimited retaliation Can retaliate against repeated attacks within a round. It does not override an attacker’s explicit prevention of retaliation.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
See it on the battlefield A flyer can bypass the front screen → Reference ↗
How to use this creature in practice Melee pressure with a Blind chance
Blind matters when you need to delay a target’s action. After it triggers, reconsider whether another stack needs to attack that target.
Watch for: The plan must work without a lucky Blind. Check target immunity to mind effects.
Melee attack 20
Ranged attack —
Melee defense 20
Ranged defense 20
Damage 12–20
Health 80
Action speed 6
Combat movement 10
Adventure movement 25
Shots 0
Mana 0
Weekly growth 5
Experience per creature 120 Cost per creature: 650 gold
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: Griffin The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Blind Attacks have a 50% chance to blind an eligible enemy for up to three rounds. Consider whether subsequent hits would break the control you just gained.
Reference ↗
How to use this creature in practice Flying breath and recovery through Rebirth
Check the breath line including friendly stacks. Account for Rebirth conditions when evaluating a risky strike.
Watch for: Recovery is not an unlimited supply of Phoenixes. Fire resistance is not immunity to every spell.
Melee attack 28
Ranged attack —
Melee defense 28
Ranged defense 28
Damage 45–65
Health 275
Action speed 12
Combat movement 15
Adventure movement 30
Shots 0
Mana 12
Weekly growth 2
Experience per creature 609 Cost per creature: 4000 gold + 2 mercury
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: Faerie Dragon The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Fire resistance Protects against fire spells and halves damage from creature attacks classified as fire. Fire resistance does not cover all magic.
Breath attack Also hits a stack directly behind the main target. Check the entire line, including any friendly stack occupying it.
Rebirth Spends 12 mana to recover up to 55 health per Phoenix. If unused before the stack is destroyed, automatic activation uses its initial size.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Flying offensive spellcaster
Compare Lightning with area Fireball and Fire Ring or with Confusion. Choose by formation and subsequent action order.
Watch for: It uses its own stack mana and action. Magic Mirror does not establish survival against physical attacks.
Melee attack 15
Ranged attack —
Melee defense 29
Ranged defense 29
Damage 34–50
Health 220
Action speed 7
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 40
Weekly growth 2
Experience per creature 612 Cost per creature: 4000 gold + 2 gems
Nature · Preserve Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Nature
Mutually exclusive town alternative: Phoenix The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Magic Mirror Reflects a hostile spell at its caster if the caster is a valid target. Offensive spells return at half strength; complete caster immunity can prevent reflection.
Spellcasting Creature spellbook: Lightning · Fireball · Fire Ring · Confusion. Uses the stack’s mana and its own action. Spell strength depends on creature numbers rather than the hero’s attributes.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Aggressive double melee attack
Deploy for its expected uncontrolled advance. Use other stacks to prepare a fight that can exploit that pressure.
Watch for: Berserk limits direct control. A plan requiring precise waiting on one position is unreliable.
Melee attack 12
Ranged attack —
Melee defense 8
Ranged defense 8
Damage 2–3
Health 18
Action speed 6
Combat movement 6⅔
Adventure movement 20
Shots 0
Mana 0
Weekly growth 19
Experience per creature 8 Cost per creature: 20 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Other level-one recruit: Centaur Both dwellings can exist in the same town. Abilities and limitations Berserk The stack attacks autonomously and does not follow ordinary action commands. Do not build a positioning plan around it obediently waiting.
Two attacks Performs two strikes during one attack action. The second follows retaliation, so casualties in the first exchange can weaken it.
Reference ↗
How to use this creature in practice Short-range ranged support
Plan an approach behind cover to avoid long-distance shooting penalties. No Melee Penalty helps when engaged.
Watch for: Full melee attack does not solve exposure to several enemies. Compare approaching with safer penalized shooting.
Melee attack 10
Ranged attack 10
Melee defense 10
Ranged defense 10
Damage 3–5
Health 20
Action speed 4
Combat movement 10
Adventure movement 25
Shots 4
Mana 0
Weekly growth 9
Experience per creature 18 Cost per creature: 40 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Other level-one recruit: Berserker Both dwellings can exist in the same town. Abilities and limitations Short range Long-distance shots suffer a substantial penalty. Position the shooter closer without unnecessarily exposing it to attack.
No melee penalty The shooter avoids the usual melee attack penalty. Its ammunition count does not limit how many melee attacks it can make.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Melee First Strike
Attack a stack whose reply is substantially weakened by the early hit. Also plan for enemy approaches to your hero.
Watch for: First Strike does not universally remove retaliation. Reassess exchanges against its cancellation.
Melee attack 16
Ranged attack —
Melee defense 13
Ranged defense 13
Damage 6–9
Health 45
Action speed 8
Combat movement 12
Adventure movement 27
Shots 0
Mana 0
Weekly growth 6
Experience per creature 52 Cost per creature: 150 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Harpy The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations First Strike Hits before the opponent’s ordinary retaliation during an exchange. Casualties inflicted first can reduce the returning hit.
Reference ↗
How to use this creature in practice Strike and return to the starting position
Attack from a position that is safe to return to. Strike and Return plus No Retaliation separate the target from your ending position.
Watch for: Returning to a threatened position is not escape. Check subsequent enemy actions around the starting position.
Melee attack 16
Ranged attack —
Melee defense 15
Ranged defense 15
Damage 4–5
Health 24
Action speed 5
Combat movement 12⅔
Adventure movement 28
Shots 0
Mana 0
Weekly growth 8
Experience per creature 39 Cost per creature: 110 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Nomad The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Strike and Return Returns to its starting position after attacking. Check the safety of that position and retaliation protection separately.
No retaliation Its attack prevents the target’s normal retaliation. The target can still attack during its own later action.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Melee support with Bloodlust
Buff a stack that will actually make a melee attack while it lasts. Compare that action with the Ogre Mage attacking itself.
Watch for: The spell does not automatically improve shooting or solve insufficient reach. The Mage name does not grant every school’s spellbook.
Melee attack 18
Ranged attack —
Melee defense 16
Ranged defense 16
Damage 12–18
Health 85
Action speed 4
Combat movement 6
Adventure movement 19
Shots 0
Mana 6
Weekly growth 6
Experience per creature 130 Cost per creature: 350 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Cyclops The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Cast Bloodlust Can cast Bloodlust to strengthen an ally’s melee attack. Casting uses an action otherwise available for movement or attacking.
Reference ↗
How to use this creature in practice Area shooting against clusters
Inspect the whole affected area and choose clustered enemies. Your own formation must allow a safe shot.
Watch for: Area damage does not automatically remove multiple stacks. Check friendly creatures near impact too.
Melee attack 15
Ranged attack 30
Melee defense 24
Ranged defense 24
Damage 12–18
Health 95
Action speed 4
Combat movement 7⅓
Adventure movement 21
Shots 8
Mana 0
Weekly growth 3
Experience per creature 203 Cost per creature: 750 gold
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Ogre Mage The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Area attack Hits several stacks around the impact point. Spacing units apart reduces the chance of losing several important targets to one attack.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Flying attack with additional Lightning
Attack a target where both the physical hit and follow-up lightning matter. Plan around landing and further enemy actions.
Watch for: The lightning component has separate magical restrictions. Base Damage alone is not final damage.
Melee attack 30
Ranged attack —
Melee defense 30
Ranged defense 30
Damage 28–40
Health 170
Action speed 6
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 3
Experience per creature 406 Cost per creature: 1800 gold + 2 mercury
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Behemoth The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations Lightning attack Adds lightning dealing 30 damage per Thunderbird to its normal hit. Magic protection can affect the lightning separately from the physical strike.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Reference ↗
How to use this creature in practice Direct melee strength
Compare base health, attack and a reachable exchange with the alternative Thunderbird. It needs an approach and support against shooting.
Watch for: This profile has no additional tabulated ability. Do not import Heroes III’s percentage defense reduction.
Melee attack 36
Ranged attack 36
Melee defense 34
Ranged defense 34
Damage 55–80
Health 240
Action speed 6
Combat movement 7⅓
Adventure movement 21
Shots 0
Mana 0
Weekly growth 2
Experience per creature 630 Cost per creature: 2750 gold + 2 crystals
Might · Stronghold Heroes of this faction Other creatures of this faction Faction strategy and recruitment (Czech) Edition: Heroes IV
Alignment: Might
Mutually exclusive town alternative: Thunderbird The choice concerns construction in one town. Other towns, the map and scenarios can offer additional recruitment. Abilities and limitations No additional special ability in the reference table.
Reference ↗
How to use this creature in practice Economic support through Taxpayer
Keep it safe and compare daily benefit with acquisition cost. Separate its economic purpose from main-army strength.
Watch for: Income is not a reason to send a weak stack into a mandatory hard fight. Availability depends on the map.
Melee attack 6
Ranged attack —
Melee defense 7
Ranged defense 7
Damage 2–3
Health 10
Action speed 2
Combat movement 4⅔
Adventure movement 18
Shots 0
Mana 0
Weekly growth 36
Experience per creature 4 Cost per creature: 15 gold
Edition: Heroes IV
Alignment: Life
Abilities and limitations Taxpayer Each Peasant produces 1 gold per day. Compare daily income with recruitment cost and the stack’s safety.
See it on the battlefield Both sides can hit simultaneously → Reference ↗
How to use this creature in practice Luck support for an eligible ally
Cast Luck on a stack that can use the effect. Compare the support with the cost of an army slot.
Watch for: A favorable luck outcome is not guaranteed damage. A neutral profile is not every town’s normal offer.
Melee attack 10
Ranged attack —
Melee defense 10
Ranged defense 10
Damage 1–2
Health 8
Action speed 6
Combat movement 6
Adventure movement 19
Shots 0
Mana 3
Weekly growth 22
Experience per creature 7 Cost per creature: 24 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 100 per week, compared with ordinary growth of 22. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Cast Fortune Can actively cast Fortune on an ally. The support action is useful before incoming attacks rather than after casualties.
Reference ↗
How to use this creature in practice Infantry against gaze effects
Consider gaze protection against blinding and petrification when choosing an opponent. Use it where that specific defense addresses a threat.
Watch for: Gaze protection is not immunity to every mind spell. Evaluate the target’s other abilities separately.
Melee attack 11
Ranged attack —
Melee defense 9
Ranged defense 9
Damage 2–3
Health 14
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 19
Experience per creature 8 Cost per creature: 28 gold
Edition: Heroes IV
Alignment: Chaos
Abilities and limitations Gaze protection Resists gaze-based blinding and petrification. This protection alone does not cover every form of mind control.
Reference ↗
How to use this creature in practice Melee fighter for sea battles
At sea compare its special sea stats with land values. Bonuses can change reachable routes and favorable exchanges.
Watch for: Do not use sea stats in an ordinary land fight. Adventure-map sailing and a sea battle are distinct.
Melee attack 11
Ranged attack —
Melee defense 9
Ranged defense 9
Damage 1–2
Health 10
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 24
Experience per creature 7 Cost per creature: 22 gold
Edition: Heroes IV
Alignment: Chaos
At sea: attack 16.5, melee and ranged defense 13.5, action speed 7, combat movement 8. This combat bonus does not change adventure movement.
Abilities and limitations Sea combat bonus In sea combat gains +2 speed and combat movement and +50% attack and defense. Base values and sea-specific values are displayed separately.
Reference ↗
How to use this creature in practice Undead melee obstruction
Use it to hold a reachable passage and screen a more valuable stack. Check that support accepts undead.
Watch for: No additional offensive trait is established in this profile. Do not add disease or effects from other games.
Melee attack 8
Ranged attack —
Melee defense 10
Ranged defense 10
Damage 2–4
Health 24
Action speed 1
Combat movement 4⅔
Adventure movement 18
Shots 0
Mana 0
Weekly growth 15
Experience per creature 10 Cost per creature: 35 gold
Edition: Heroes IV
Alignment: Death
Abilities and limitations Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
Reference ↗
How to use this creature in practice Morale support through Mirth
Buff an ally that uses morale and has a suitable next target. Compare this support with direct melee.
Watch for: An undead or other target without normal morale does not gain the same benefit from Mirth.
Melee attack 14
Ranged attack —
Melee defense 13
Ranged defense 13
Damage 5–8
Health 36
Action speed 6
Combat movement 6⅔
Adventure movement 20
Shots 0
Mana 6
Weekly growth 8
Experience per creature 39 Cost per creature: 170 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 17.95 per week, compared with ordinary growth of 8. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Cast Mirth Can cast Mirth to improve an eligible ally’s morale. A target that does not use ordinary morale gains no such benefit.
Reference ↗
How to use this creature in practice Shooting with a random debuff
Shoot an important valid target and exploit a curse with other stacks once the actual result is known.
Watch for: You do not select the random curse. The plan must not require one particular effect.
Melee attack 8
Ranged attack 16
Melee defense 15
Ranged defense 15
Damage 3–7
Health 26
Action speed 6
Combat movement 6
Adventure movement 19
Shots 15
Mana 0
Weekly growth 6
Experience per creature 51 Cost per creature: 220 gold
Edition: Heroes IV
Alignment: Chaos
Abilities and limitations Random curse An attack can add a randomly selected debuff from its spell pool. You do not select the result, so a plan should not require one particular curse.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Reference ↗
How to use this creature in practice Sustaining an injured surviving creature
Use regeneration in exchanges leaving the creature alive for its next turn. Compare incoming damage with current health.
Watch for: Regeneration does not restore unlimited fallen stack members. It does not bridge a lethal hit.
Melee attack 16
Ranged attack —
Melee defense 15
Ranged defense 15
Damage 6–12
Health 45
Action speed 3
Combat movement 4⅔
Adventure movement 18
Shots 0
Mana 0
Weekly growth 6
Experience per creature 54 Cost per creature: 230 gold
Edition: Heroes IV
Alignment: Chaos
Abilities and limitations Regeneration Restores health to a wounded surviving creature at the start of its turn. It does not provide unlimited resurrection of fallen stack members.
Reference ↗
How to use this creature in practice Undead attacker reducing enemy Damage
Use on-hit Curse against an eligible stack that has yet to attack. Screening and timing help exploit the debuff.
Watch for: Immunity can stop the effect. An undead body is not protection from all physical hits.
Melee attack 15
Ranged attack —
Melee defense 16
Ranged defense 16
Damage 5–8
Health 30
Action speed 4
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 8
Experience per creature 39 Cost per creature: 170 gold
Edition: Heroes IV
Alignment: Death
Abilities and limitations Curse attack A hit can apply Curse to reduce the target’s damage. Check immunity to this magical effect as well as the hit itself.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
Reference ↗
How to use this creature in practice Flying elemental screening
Use flight to occupy a useful position and account for Stone Skin in defense. Choose support spells that accept elementals.
Watch for: Stone Skin is already included in defense. Do not add it again or assume ordinary living-creature healing.
Melee attack 14
Ranged attack —
Melee defense 16
Ranged defense 16
Damage 4–6
Health 22
Action speed 7
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 8
Experience per creature 38 Cost per creature: 160 gold
Edition: Heroes IV
Alignment: Death
Abilities and limitations Stone Skin The innate trait increases defense by 25%. The matching spell does not add another identical bonus; do not multiply listed defense again.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Elemental Unaffected by ordinary mind spells and healing or resurrection intended for living beings. Check that support magic accepts elementals as targets.
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How to use this creature in practice Chance to take an enemy action
Consider a hypnotizing hit against an eligible target whose single action can substantially affect combat.
Watch for: Mind immunity or a failed trigger stops the plan. One-action control is not permanent recruitment.
Melee attack 15
Ranged attack —
Melee defense 13
Ranged defense 13
Damage 5–8
Health 38
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 8
Experience per creature 39 Cost per creature: Cannot be recruited normally
Edition: Heroes IV
Alignment: Might
Internal reference cost: 110 gold. Cost and growth do not promise ordinary recruitment is available.
Abilities and limitations Hypnotizing attack Can take control of an eligible enemy stack for one action. This is a mind-control effect and the corresponding immunity can stop it completely.
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How to use this creature in practice Ranged attack reduction
Aim on-hit Weakness at the enemy whose next attack you need weakened. Secure line of sight and protect the firing position.
Watch for: It does not retroactively reduce an attack already made. Target protection also determines whether the debuff applies.
Melee attack 11
Ranged attack 22
Melee defense 22
Ranged defense 22
Damage 10–14
Health 60
Action speed 4
Combat movement 2⅔
Adventure movement 15
Shots 20
Mana 0
Weekly growth 6
Experience per creature 105 Cost per creature: 550 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 6.67 per week, compared with ordinary growth of 6. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Weakness attack A hit can apply Weakness and reduce the target’s attack. It is particularly useful against a stack that has yet to attack.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
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How to use this creature in practice Elemental shooting with fire damage
Choose a target without relevant fire protection and a safe shooting position. Use its resistance against fire threats.
Watch for: Fire resistance is not complete magic immunity. Check healing and morale against elemental rules.
Melee attack 10
Ranged attack 20
Melee defense 18
Ranged defense 18
Damage 7–10
Health 50
Action speed 6
Combat movement 6⅔
Adventure movement 20
Shots 20
Mana 0
Weekly growth 6
Experience per creature 75 Cost per creature: 350 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 9.33 per week, compared with ordinary growth of 6. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Fire resistance Protects against fire spells and halves damage from creature attacks classified as fire. Fire resistance does not cover all magic.
Fire attack The attack uses fire. A creature with the relevant fire protection takes only half damage from it.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
Elemental Unaffected by ordinary mind spells and healing or resurrection intended for living beings. Check that support magic accepts elementals as targets.
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How to use this creature in practice Mobile flying screen
Use flight to occupy an approach or threaten an exposed target. Estimate survival with the listed innate defense.
Watch for: Insubstantial here is not a percentage miss chance. Do not import that behavior from another game.
Melee attack 16
Ranged attack —
Melee defense 32
Ranged defense 32
Damage 6–10
Health 40
Action speed 7
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 6
Experience per creature 74 Cost per creature: 350 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 9.46 per week, compared with ordinary growth of 6. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Insubstantial Increases innate defense. In Heroes IV this is not the chance for a normal attack to miss found in other games; use the listed defense ratings.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
Elemental Unaffected by ordinary mind spells and healing or resurrection intended for living beings. Check that support magic accepts elementals as targets.
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How to use this creature in practice Elemental caster for control and damage
Compare Ice Bolt with Fatigue, Weakness and Quicksand. Choose between damage and limiting future movement or attacks.
Watch for: It uses stack mana, and cold protection does not cover all magic. Spellcasting is not regular shooting.
Melee attack 17
Ranged attack —
Melee defense 17
Ranged defense 17
Damage 6–9
Health 38
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 24
Weekly growth 6
Experience per creature 73 Cost per creature: 350 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 9.59 per week, compared with ordinary growth of 6. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Cold resistance Protects against cold spells and halves damage from cold creature attacks. It is not universal protection against offensive magic.
Cold attack The attack is classified as cold. The target’s matching protection can halve its damage.
Spellcasting Creature spellbook: Ice Bolt · Fatigue · Weakness · Quicksand. Uses the stack’s mana and its own action. Spell strength depends on creature numbers rather than the hero’s attributes.
Elemental Unaffected by ordinary mind spells and healing or resurrection intended for living beings. Check that support magic accepts elementals as targets.
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How to use this creature in practice Elemental position holding
Place it on a reachable defensive position and compare magic resistance with the enemy’s main damage source.
Watch for: Resistance alone does not provide an action against a distant shooter. Living-target support may reject an elemental.
Melee attack 18
Ranged attack —
Melee defense 20
Ranged defense 20
Damage 9–14
Health 50
Action speed 1
Combat movement 4⅔
Adventure movement 18
Shots 0
Mana 0
Weekly growth 6
Experience per creature 77 Cost per creature: 375 gold
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 9.09 per week, compared with ordinary growth of 6. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Magic resistance 50% chance to resist a hostile spell, also reducing spell damage. This is not complete immunity; beneficial magic follows its own targeting rules.
Elemental Unaffected by ordinary mind spells and healing or resurrection intended for living beings. Check that support magic accepts elementals as targets.
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How to use this creature in practice Resilient melee against First Strike
Use Negate First Strike to choose exchanges and Stone Skin to assess defense. Magic resistance supplies a different protection.
Watch for: Listed defenses already include the innate bonus. Spell resistance is not physical defense.
Melee attack 20
Ranged attack —
Melee defense 26
Ranged defense 26
Damage 16–30
Health 120
Action speed 7
Combat movement 12
Adventure movement 27
Shots 0
Mana 0
Weekly growth 4
Experience per creature 157 Cost per creature: 1000 gold
Edition: The Gathering Storm
Alignment: Chaos
Abilities and limitations Negate First Strike Cancels an opponent’s First Strike advantage. Check this trait before relying on an early hit, rather than comparing speed alone.
Stone Skin The innate trait increases defense by 25%. The matching spell does not add another identical bonus; do not multiply listed defense again.
Magic resistance 50% chance to resist a hostile spell, also reducing spell damage. This is not complete immunity; beneficial magic follows its own targeting rules.
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How to use this creature in practice Melee control through freezing
Attack an eligible target whose freezing opens safe follow-up actions. Check the target’s cold protection.
Watch for: Freezing is chance-based. The attack must remain acceptable without the trigger.
Melee attack 30
Ranged attack —
Melee defense 30
Ranged defense 30
Damage 12–16
Health 70
Action speed 5
Combat movement 6
Adventure movement 19
Shots 0
Mana 0
Weekly growth 4
Experience per creature 157 Cost per creature: 850 gold
Edition: Heroes IV
Alignment: Death
Abilities and limitations Cold resistance Protects against cold spells and halves damage from cold creature attacks. It is not universal protection against offensive magic.
Freezing attack A hit can freeze an eligible target for two rounds, preventing movement, attacks and retaliation. A chance-based effect does not guarantee a safe attack.
Cold attack The attack is classified as cold. The target’s matching protection can halve its damage.
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How to use this creature in practice Siege area shooting
Use shooting across walls and obstacles, checking the entire incendiary impact area. Prepare protection for this slow stack.
Watch for: It is not an abstract siege action without a physical stack. Poor formation can endanger allies.
Melee attack 14
Ranged attack 28
Melee defense 28
Ranged defense 28
Damage 20–34
Health 200
Action speed 0
Combat movement 4
Adventure movement 17
Shots 12
Mana 0
Weekly growth 3
Experience per creature 800 Cost per creature: 3000 gold + 6 wood + 2 ore
Edition: Winds of War
Alignment: Life
Abilities and limitations Incendiary ammunition The expanded area attack threatens a wide region around impact. Army spacing matters more than shielding only one stack against a Catapult.
Siege shooting Ignores ordinary shooting penalties from obstacles and town walls. It remains a separate slow stack requiring protection.
Mechanical Unaffected by morale and effects requiring a living body. Ordinary healing for living creatures is therefore not a universal repair method.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
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How to use this creature in practice Flying binding of an important target
Use Bind to stop an important stack moving. Stay beside it while maintaining the bind protects your army.
Watch for: The target can still attack, shoot or cast. Moving the Mantis away ends the bind.
Melee attack 34
Ranged attack —
Melee defense 34
Ranged defense 34
Damage 34–50
Health 210
Action speed 8
Combat movement 13⅓
Adventure movement 29
Shots 0
Mana 0
Weekly growth 2
Experience per creature 614 Cost per creature: 4000 gold + 2 gems
Edition: Heroes IV
Alignment: Nature
Creature Portal shares a weekly budget of 700 experience points across all its creature options. Allocating that budget to this creature gives a reference equivalent of 1.14 per week, compared with ordinary growth of 2. Fractions describe a rate; fractions of a creature cannot be recruited.
Creature Portal budget reference ↗
Abilities and limitations Binding A hit stops target movement and reduces attack by 50%. The target can still attack, shoot or cast; moving the Mantis away ends the effect.
First Strike Hits before the opponent’s ordinary retaliation during an exchange. Casualties inflicted first can reduce the returning hit.
Flying Crosses obstacles, units and walls during combat movement. It still needs a free, reachable landing position.
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How to use this creature in practice Double area shooting
Target clustered enemies and check the area of both hits before confirming. No Melee Penalty is a fallback when engaged.
Watch for: Area attacks require attention to friendly stacks. Two shots are not automatically twice the final result.
Melee attack 32
Ranged attack 32
Melee defense 32
Ranged defense 32
Damage 28–40
Health 300
Action speed 4
Combat movement 7⅓
Adventure movement 21
Shots 16
Mana 0
Weekly growth 2
Experience per creature 800 Cost per creature: 4000 gold + 2 crystals
Edition: The Gathering Storm
Alignment: Nature
Abilities and limitations Area attack Hits several stacks around the impact point. Spacing units apart reduces the chance of losing several important targets to one attack.
Two shots Fires twice during a ranged action, with possible retaliation between shots. Track surviving shooters as well as ammunition.
No melee penalty The shooter avoids the usual melee attack penalty. Its ammunition count does not limit how many melee attacks it can make.
Ranged attack Enables regular ranged attacks. Use the separately listed melee attack when engaged; the ranged rating does not carry over.
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How to use this creature in practice Scenario threat with wide breath
Watch the wider breath area and friendly spacing when attacking or defending. Evaluate magic resistance for the chosen spell.
Watch for: It is not normally recruitable. Do not infer price or availability from other dragons.
Melee attack 50
Ranged attack —
Melee defense 50
Ranged defense 50
Damage 50–100
Health 1000
Action speed 7
Combat movement 15
Adventure movement 30
Shots 0
Mana 0
Weekly growth 1
Experience per creature 1500 Cost per creature: Cannot be recruited normally
Edition: Winds of War
Alignment: Chaos
Internal reference cost: 8000 gold + 4 sulfur. Cost and growth do not promise ordinary recruitment is available.
Abilities and limitations Magic resistance 50% chance to resist a hostile spell, also reducing spell damage. This is not complete immunity; beneficial magic follows its own targeting rules.
Wide breath The breath covers a wider area than a simple line behind the target. Check friendly stacks throughout the affected region before attacking.
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How to use this creature in practice Undead charge and control through Terror
Compare Charge with Terror against an eligible target. Regeneration helps a surviving creature in a later exchange.
Watch for: Regeneration is not unrestricted stack resurrection, and immunity can stop Terror. Recruitment depends on map and expansion.
Melee attack 40
Ranged attack —
Melee defense 40
Ranged defense 40
Damage 30–42
Health 200
Action speed 6
Combat movement 15
Adventure movement 30
Shots 0
Mana 18
Weekly growth 2
Experience per creature 1000 Cost per creature: 4000 gold + 4 ore
Edition: The Gathering Storm
Alignment: Death
Abilities and limitations Terror An active spell costing 6 mana makes an eligible target miss its next two actions. Check mind-control immunity before committing.
Regeneration Restores health to a wounded surviving creature at the start of its turn. It does not provide unlimited resurrection of fallen stack members.
Charge Damage rises by 3.5% per unit of distance travelled before the hit. Open space for the approach therefore has tactical value.
Undead Does not use ordinary morale and resists many mind effects and spells requiring living targets. Healing or raising must explicitly support undead.
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How to use this creature in practice Mobile magic and area disruption
Compare Implosion with Banish against summons or with Mass Slow and Mass Cancellation. Choose for the actual army and active effects.
Watch for: Teleport uses an action opportunity rather than replacing safe positioning. Magic Mirror does not block every threat.
Melee attack 28
Ranged attack —
Melee defense 28
Ranged defense 28
Damage 20–34
Health 100
Action speed 7
Combat movement 50
Adventure movement 30
Shots 0
Mana 50
Weekly growth 2
Experience per creature 750 Cost per creature: 4000 gold + 2 mercury
Edition: The Gathering Storm
Alignment: Order
Abilities and limitations Magic Mirror Reflects a hostile spell at its caster if the caster is a valid target. Offensive spells return at half strength; complete caster immunity can prevent reflection.
Teleportation Moves to a chosen free combat position without following an ordinary path around obstacles. It does not teleport the army across the adventure map.
Spellcasting Creature spellbook: Implosion · Banish · Mass Slow · Mass Cancellation. Uses the stack’s mana and its own action. Spell strength depends on creature numbers rather than the hero’s attributes.
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How to use this creature in practice Melee threat to valuable individuals
Consider Devour especially against small valuable stacks or heroes. Keep important characters out of melee with Sea Monsters.
Watch for: The effect does not guarantee an exact casualty count. Check map-specific acquisition.
Melee attack 35
Ranged attack —
Melee defense 34
Ranged defense 34
Damage 45–65
Health 275
Action speed 5
Combat movement 9⅓
Adventure movement 24
Shots 0
Mana 0
Weekly growth 2
Experience per creature 624 Cost per creature: Cannot be recruited normally
Edition: Heroes IV
Alignment: Might
Internal reference cost: 2750 gold. Cost and growth do not promise ordinary recruitment is available.
Abilities and limitations Devour An attack can directly remove additional members of the target stack. Even a small surviving Sea Monster stack can threaten valuable individuals and heroes.
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How to use this creature in practice Uncontrolled magic-immune attacker
Deploy for its Berserk and expected melee advance before combat. Other stacks should exploit the resulting pressure.
Watch for: Do not plan normal precise control or friendly buffs through complete magic immunity.
Melee attack 40
Ranged attack —
Melee defense 40
Ranged defense 40
Damage 40–55
Health 300
Action speed 4
Combat movement 7⅓
Adventure movement 21
Shots 0
Mana 0
Weekly growth 2
Experience per creature 800 Cost per creature: 4000 gold + 2 crystals
Edition: Winds of War
Alignment: Might
Abilities and limitations Berserk The stack attacks autonomously and does not follow ordinary action commands. Do not build a positioning plan around it obediently waiting.
Magic immunity Blocks hostile and beneficial magic as well as magical ability effects. Account for losing access to your own support spells when building the army.
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