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Heroes V · 177 ENTRIES

Creature catalogue · Heroes V

Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.

177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.

Creature catalogue

177

Wolf — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 6 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • Pack Hunter: Other friendly wolf stacks adjacent to the target join the attack before retaliation.
  • Howl: Once per battle, summons another wolf stack of equal power.
Attack
5
Defense
3
Damage
3–5
Health
25
Speed
6
Shots
0
Base weekly growth
8
Initiative
14
Mana
0
Experience per creature
31

Cost per creature: 150 gold

Abilities and limitations

  • Pack Hunter

    Other friendly wolf stacks adjacent to the target join the attack before retaliation.

  • Howl

    Once per battle, summons another wolf stack of equal power.

Reference ↗

Fire Elemental — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Fire Elemental 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

Speed 6 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
10
Defense
5
Damage
11–20
Health
43
Speed
6
Shots
50
Base weekly growth
4
Initiative
8
Mana
0
Experience per creature
60

Cost per creature: 400 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Fire Shield

    A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.

Reference ↗

Water Elemental — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Water Elemental: 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Immune to Water: Immune to Water. Assess other damage and effect types separately.
Attack
8
Defense
8
Damage
8–12
Health
43
Speed
5
Shots
0
Base weekly growth
4
Initiative
10
Mana
12
Experience per creature
57

Cost per creature: 400 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Water

    Immune to Water. Assess other damage and effect types separately.

Reference ↗

Air Elemental — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 8 sets movement reach; Initiative 17 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
8
Defense
6
Damage
5–7
Health
30
Speed
8
Shots
0
Base weekly growth
4
Initiative
17
Mana
0
Experience per creature
59

Cost per creature: 400 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Air

    Immune to Air. Assess other damage and effect types separately.

Reference ↗

Earth Elemental — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 5 sets movement reach; Initiative 5 concerns ATB. A movement change is not the same change in action frequency.

  • Unlimited Retaliation: Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
  • Immune to Earth: Immune to Earth. Assess other damage and effect types separately.
Attack
8
Defense
11
Damage
10–14
Health
75
Speed
5
Shots
0
Base weekly growth
4
Initiative
5
Mana
0
Experience per creature
63

Cost per creature: 400 gold

Abilities and limitations

  • Unlimited Retaliation

    Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Earth

    Immune to Earth. Assess other damage and effect types separately.

  • Magic-proof 50%

    Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.

Reference ↗

Mummy — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

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

Speed 3 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Hexing Attack: After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.
Attack
8
Defense
9
Damage
20–30
Health
50
Speed
3
Shots
0
Base weekly growth
3
Initiative
15
Mana
20
Experience per creature
112

Cost per creature: 900 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Hexing Attack

    After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.

Reference ↗

Death Knight — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Death Knight 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

Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Cursing Attack: Adds Basic Weakness on attack. Another hit refreshes its duration.
Attack
23
Defense
23
Damage
25–35
Health
90
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
270

Cost per creature: 1200 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Cursing Attack

    Adds Basic Weakness on attack. Another hit refreshes its duration.

  • Deadly Strike

    Has a 25% chance to kill half of the target stack.

Reference ↗

Manticore — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Manticore 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
15
Damage
30–50
Health
120
Speed
5
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
164

Cost per creature: 1800 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Poisonous Attack

    Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.

Reference ↗

Phoenix — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Phoenix 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

Speed 10 sets movement reach; Initiative 19 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
33
Defense
33
Damage
30–50
Health
150
Speed
10
Shots
0
Base weekly growth
1
Initiative
19
Mana
0
Experience per creature
700

Cost per creature: 10000 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Fire Shield

    A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.

  • Rebirth

    Once per battle, restores the stack after it is destroyed.

Reference ↗

Gremlin — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 1

Gremlin

How to use this creature in practice

Ranged stack requiring usable line of sight

Gremlin 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

Speed 3 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
2
Defense
2
Damage
1–2
Health
5
Speed
3
Shots
5
Base weekly growth
20
Initiative
7
Mana
0
Experience per creature
6

Cost per creature: 22 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Stone Gargoyle — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Stone Gargoyle 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

Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
4
Damage
1–1
Health
15
Speed
6
Shots
0
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
10

Cost per creature: 45 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Immune to Air

    Immune to Air. Assess other damage and effect types separately.

Heroes connected to this creature

Army range in the source profile (9)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Iron Golem — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Immune to Slow: Immune to Slow. Assess other damage and effect types separately.
  • Magic-proof 50%: Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Attack
5
Defense
5
Damage
3–5
Health
18
Speed
4
Shots
0
Base weekly growth
9
Initiative
7
Mana
0
Experience per creature
21

Cost per creature: 100 gold

Abilities and limitations

  • Mechanical

    Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.

  • Immune to Slow

    Immune to Slow. Assess other damage and effect types separately.

  • Magic-proof 50%

    Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (9)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Mage — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 4

Mage

How to use this creature in practice

Stack spellcasting or active support

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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
10
Damage
7–7
Health
18
Speed
4
Shots
3
Base weekly growth
5
Initiative
10
Mana
10
Experience per creature
36

Cost per creature: 250 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • No Range Penalty

    Ranged attacks have no normal penalty for distances beyond half the battlefield.

  • Magic Attack

    A shot hits all stacks in a straight line, including allies.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Djinn — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 5

Djinn

How to use this creature in practice

Melee core and holding approaches

Djinn 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
11
Defense
10
Damage
12–14
Health
40
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
55

Cost per creature: 460 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Random Curse

    Has limited uses of random Dark Magic curses against enemy stacks.

  • Magic-proof 25%

    Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.

Reference ↗

Rakshasa Rani — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Rakshasa Rani 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
25
Defense
20
Damage
15–23
Health
120
Speed
5
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
120

Cost per creature: 1400 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

Reference ↗

Colossus — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 7

Colossus

How to use this creature in practice

Melee core and holding approaches

Colossus 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Attack
27
Defense
27
Damage
40–70
Health
175
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
242

Cost per creature: 2700 gold + 1 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

Reference ↗

Master Gremlin — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Master Gremlin 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Repair: Once per battle, repairs friendly mechanical creatures or machines for 5 health per Master Gremlin.
Attack
2
Defense
2
Damage
1–2
Health
6
Speed
5
Shots
7
Base weekly growth
20
Initiative
11
Mana
0
Experience per creature
12

Cost per creature: 35 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Repair

    Once per battle, repairs friendly mechanical creatures or machines for 5 health per Master Gremlin.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Gremlin Saboteur — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Gremlin Saboteur 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

Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Sabotage: Disables an eligible enemy mechanical unit for one turn. Eligibility depends on the stacks’ health totals.
Attack
5
Defense
3
Damage
1–2
Health
6
Speed
5
Shots
7
Base weekly growth
20
Initiative
12
Mana
0
Experience per creature
12

Cost per creature: 35 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Sabotage

    Disables an eligible enemy mechanical unit for one turn. Eligibility depends on the stacks’ health totals.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Obsidian Gargoyle — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Obsidian Gargoyle 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

Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
5
Damage
1–2
Health
20
Speed
7
Shots
0
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
18

Cost per creature: 70 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Immune to Air

    Immune to Air. Assess other damage and effect types separately.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Immune to Water

    Immune to Water. Assess other damage and effect types separately.

Reference ↗

Elemental Gargoyle — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Elemental Gargoyle 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Aura of Fire / Ice / Lightning Vulnerability: The creature and adjacent stacks, including allies, take 50% extra damage from the relevant fire, ice and lightning spells.
Attack
2
Defense
6
Damage
1–2
Health
20
Speed
7
Shots
0
Base weekly growth
14
Initiative
11
Mana
0
Experience per creature
19

Cost per creature: 70 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Aura of Fire / Ice / Lightning Vulnerability

    The creature and adjacent stacks, including allies, take 50% extra damage from the relevant fire, ice and lightning spells.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

Reference ↗

Steel Golem — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Unlimited Retaliation: Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
  • Immune to Slow: Immune to Slow. Assess other damage and effect types separately.
Attack
6
Defense
6
Damage
5–7
Health
24
Speed
4
Shots
0
Base weekly growth
9
Initiative
7
Mana
0
Experience per creature
34

Cost per creature: 150 gold

Abilities and limitations

  • Unlimited Retaliation

    Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.

  • Mechanical

    Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.

  • Immune to Slow

    Immune to Slow. Assess other damage and effect types separately.

  • Magic-proof 75%

    Reduces magical spell damage by 75%. This is damage reduction rather than an equal chance to resist completely.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Magnetic Golem — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Magnetic 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Enchanted Armor: Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.
  • Magnetism: Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.
Attack
6
Defense
4
Damage
5–7
Health
20
Speed
4
Shots
0
Base weekly growth
9
Initiative
9
Mana
0
Experience per creature
34

Cost per creature: 150 gold

Abilities and limitations

  • Mechanical

    Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.

  • Enchanted Armor

    Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.

  • Magnetism

    Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Archmage — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 4

Archmage

How to use this creature in practice

Stack spellcasting or active support

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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
10
Damage
7–7
Health
30
Speed
4
Shots
4
Base weekly growth
5
Initiative
10
Mana
25
Experience per creature
50

Cost per creature: 340 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • No Range Penalty

    Ranged attacks have no normal penalty for distances beyond half the battlefield.

  • Magic Attack

    A shot hits all stacks in a straight line, including allies.

  • Energy Channel

    Hero spells cost 25% less mana, with the resulting cost rounded down.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Battle Mage — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Battle 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
9
Damage
7–7
Health
29
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
10
Experience per creature
50

Cost per creature: 340 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Dampen Magic

    Protects adjacent friendly stacks from ranged Mage attacks.

  • Magic Attack

    A shot hits all stacks in a straight line, including allies.

  • No Range Penalty

    Ranged attacks have no normal penalty for distances beyond half the battlefield.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Djinn Sultan — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Djinn Sultan 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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
14
Defense
14
Damage
14–19
Health
45
Speed
8
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
80

Cost per creature: 630 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Random Blessing

    Actively casts a random blessing on an ally or curse on an enemy.

  • Magic-proof 50%

    Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.

Reference ↗

Djinn Vizier — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Djinn Vizier 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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
13
Defense
13
Damage
14–19
Health
50
Speed
8
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
81

Cost per creature: 630 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Wheel of Fortune

    Three times per battle, randomly changes selected target Luck by 1–3. Matching bonuses do not stack.

  • Magic-proof 75%

    Reduces magical spell damage by 75%. This is damage reduction rather than an equal chance to resist completely.

  • Immune to Air

    Immune to Air. Assess other damage and effect types separately.

Reference ↗

Rakshasa Raja — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Rakshasa Raja 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

Speed 6 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
25
Defense
20
Damage
23–30
Health
140
Speed
6
Shots
0
Base weekly growth
2
Initiative
8
Mana
0
Experience per creature
160

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Dash

    Skips an action and doubles initiative for the next three actions.

Reference ↗

Rakshasa Kshatra — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Rakshasa Kshatra 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

Speed 7 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Whirlwind: Hits enemies in the six-tile frontal area.
Attack
27
Defense
20
Damage
25–35
Health
135
Speed
7
Shots
0
Base weekly growth
2
Initiative
8
Mana
0
Experience per creature
161

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Whirlwind

    Hits enemies in the six-tile frontal area.

  • Dash

    Skips an action and doubles initiative for the next three actions.

Reference ↗

Titan — creature appearance in Heroes 5
Source · Game artwork

Academy · Tier 7

Titan

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
30
Defense
30
Damage
40–70
Health
190
Speed
6
Shots
5
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
290

Cost per creature: 3300 gold + 2 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

  • Call Lightning

    An active bolt deals 30 Air Damage per Titan. Ignores magical protection while retaining immunities and resistance.

Reference ↗

Storm Titan — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Storm 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
30
Defense
30
Damage
40–70
Health
190
Speed
6
Shots
5
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
291

Cost per creature: 3300 gold + 2 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

  • Stormcaller

    Creates a 3 × 3 storm for three turns. Also damages allies and reduces shooting effectiveness according to Storm Titan count.

Reference ↗

Scout — creature appearance in Heroes 5
Source · Game artwork

Dungeon · Tier 1

Scout

How to use this creature in practice

Ranged stack requiring usable line of sight

Scout 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
3
Defense
3
Damage
2–4
Health
10
Speed
5
Shots
5
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
12

Cost per creature: 60 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Range Pen

    Ranged shots always deal half normal damage. Assess melee attacks separately.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (12)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Blood Maiden — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Blood Maiden 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

Speed 7 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
4
Defense
2
Damage
5–7
Health
16
Speed
7
Shots
0
Base weekly growth
5
Initiative
14
Mana
0
Experience per creature
21

Cost per creature: 125 gold

Abilities and limitations

  • Strike and Return

    Returns to the starting position after attacking. This ability alone does not prevent retaliation.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (12)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Minotaur — creature appearance in Heroes 5
Source · Game artwork

Dungeon · Tier 3

Minotaur

How to use this creature in practice

Melee core and holding approaches

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

Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Bravery: Morale cannot fall below +1.
Attack
5
Defense
2
Damage
4–7
Health
31
Speed
5
Shots
0
Base weekly growth
6
Initiative
8
Mana
0
Experience per creature
25

Cost per creature: 140 gold

Abilities and limitations

  • Bravery

    Morale cannot fall below +1.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (12)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Dark Raider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Dark Raider 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Rider Charge: Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Attack
9
Defense
7
Damage
7–12
Health
40
Speed
6
Shots
0
Base weekly growth
4
Initiative
11
Mana
0
Experience per creature
40

Cost per creature: 300 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Rider Charge

    Reduces effective target Defense by 20% per tile moved before attacking, down to zero.

Reference ↗

Hydra — creature appearance in Heroes 5
Source · Game artwork

Dungeon · Tier 5

Hydra

How to use this creature in practice

Melee core and holding approaches

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: 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

Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
15
Defense
12
Damage
7–14
Health
80
Speed
5
Shots
0
Base weekly growth
3
Initiative
7
Mana
0
Experience per creature
57

Cost per creature: 550 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Three-headed Attack

    Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.

Reference ↗

Shadow Witch — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Shadow Witch 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
18
Defense
18
Damage
17–24
Health
80
Speed
4
Shots
4
Base weekly growth
2
Initiative
10
Mana
11
Experience per creature
136

Cost per creature: 1400 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Shadow Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Shadow Dragon 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

Speed 9 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
25
Defense
24
Damage
45–70
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
269

Cost per creature: 3000 gold + 1 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

Reference ↗

Assassin — creature appearance in Heroes 5
Source · Game artwork

Dungeon · Tier 1

Assassin

How to use this creature in practice

Ranged stack requiring usable line of sight

Assassin 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

Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
4
Defense
3
Damage
2–4
Health
14
Speed
5
Shots
5
Base weekly growth
7
Initiative
12
Mana
0
Experience per creature
23

Cost per creature: 100 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Range Pen

    Ranged shots always deal half normal damage. Assess melee attacks separately.

  • Poisonous Attack

    Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Stalker — creature appearance in Heroes 5
Source · Game artwork

Dungeon · Tier 1

Stalker

How to use this creature in practice

Melee core and holding approaches

Stalker 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

Speed 6 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Poisonous Attack: Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.
  • Invisibility: Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.
Attack
5
Defense
4
Damage
3–5
Health
15
Speed
6
Shots
0
Base weekly growth
7
Initiative
12
Mana
0
Experience per creature
22

Cost per creature: 100 gold

Abilities and limitations

  • Poisonous Attack

    Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.

  • Invisibility

    Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Blood Fury — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Choose a starting position safe to return to after the strike. Strike and Return with no retaliation exploits an open target, but nearby enemy ATB still matters afterward.

Watch for: Returning is not invisibility. Speed determines reachable tiles and Initiative determines timing; other forms’ traits do not apply automatically.

Timing, specific abilities and the follow-up plan

Speed 8 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.

  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
  • Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
5
Defense
3
Damage
5–7
Health
16
Speed
8
Shots
0
Base weekly growth
5
Initiative
16
Mana
0
Experience per creature
35

Cost per creature: 175 gold

Abilities and limitations

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Strike and Return

    Returns to the starting position after attacking. This ability alone does not prevent retaliation.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Blood Sister — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Blood Sister 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

Speed 8 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
  • Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
5
Defense
4
Damage
3–8
Health
21
Speed
8
Shots
0
Base weekly growth
5
Initiative
14
Mana
0
Experience per creature
34

Cost per creature: 175 gold

Abilities and limitations

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Strike and Return

    Returns to the starting position after attacking. This ability alone does not prevent retaliation.

  • Immune to Weakness

    Immune to Weakness. Assess other damage and effect types separately.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Minotaur Guard — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Minotaur Guard 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

Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Double Attack: Strikes twice in one attack.
  • Bravery: Morale cannot fall below +1.
Attack
5
Defense
2
Damage
4–7
Health
35
Speed
5
Shots
0
Base weekly growth
6
Initiative
8
Mana
0
Experience per creature
38

Cost per creature: 200 gold

Abilities and limitations

  • Double Attack

    Strikes twice in one attack.

  • Bravery

    Morale cannot fall below +1.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Minotaur Taskmaster — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Minotaur Taskmaster 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Aura of Bravery: Keeps adjacent friendly stacks at a minimum of +1 Morale.
Attack
6
Defense
5
Damage
5–8
Health
40
Speed
5
Shots
0
Base weekly growth
6
Initiative
9
Mana
0
Experience per creature
39

Cost per creature: 200 gold

Abilities and limitations

  • Aura of Bravery

    Keeps adjacent friendly stacks at a minimum of +1 Morale.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Grim Raider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Grim Raider 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Rider Charge: Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Attack
10
Defense
9
Damage
7–14
Health
60
Speed
8
Shots
0
Base weekly growth
4
Initiative
11
Mana
0
Experience per creature
59

Cost per creature: 450 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Rider Charge

    Reduces effective target Defense by 20% per tile moved before attacking, down to zero.

  • Lizard Bite

    When an ally attacks an adjacent enemy, adds an attack for half normal damage.

Reference ↗

Brisk Raider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Brisk Raider 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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Lizard Bite: When an ally attacks an adjacent enemy, adds an attack for half normal damage.
Attack
12
Defense
9
Damage
7–12
Health
60
Speed
8
Shots
0
Base weekly growth
4
Initiative
12
Mana
0
Experience per creature
61

Cost per creature: 450 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Lizard Bite

    When an ally attacks an adjacent enemy, adds an attack for half normal damage.

  • Wheeling Attack

    Hits enemies adjacent to its route for 25% damage without retaliation while approaching the main target.

Reference ↗

Deep Hydra — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Deep 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: 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

Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
15
Defense
15
Damage
9–14
Health
125
Speed
5
Shots
0
Base weekly growth
3
Initiative
7
Mana
0
Experience per creature
85

Cost per creature: 800 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Six-headed attack

    Hits all adjacent enemy stacks during an attack.

  • Regeneration

    Restores 30–50 health on its turn.

Reference ↗

Foul Hydra — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Foul 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: 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

Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Acid Blood: When hit, splashes acid toward the attacker across four tiles for 25% normal damage. The damage is physical.
Attack
15
Defense
14
Damage
9–12
Health
125
Speed
5
Shots
0
Base weekly growth
3
Initiative
8
Mana
0
Experience per creature
86

Cost per creature: 800 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Acid Blood

    When hit, splashes acid toward the attacker across four tiles for 25% normal damage. The damage is physical.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Six-headed attack

    Hits all adjacent enemy stacks during an attack.

Reference ↗

Shadow Matriarch — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Shadow Matriarch 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
20
Defense
20
Damage
17–27
Health
90
Speed
4
Shots
4
Base weekly growth
2
Initiative
10
Mana
14
Experience per creature
155

Cost per creature: 1700 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Whip Strike

    A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Shadow Mistress — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Shadow Mistress: 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Whip Strike: A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.
Attack
20
Defense
20
Damage
20–30
Health
100
Speed
5
Shots
0
Base weekly growth
2
Initiative
11
Mana
14
Experience per creature
156

Cost per creature: 1700 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Whip Strike

    A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.

  • Invisibility

    Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.

Reference ↗

Black Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Black Dragon 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

Speed 9 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
30
Damage
45–70
Health
240
Speed
9
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
353

Cost per creature: 3700 gold + 2 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Immune to Magic

    Complete magic immunity also blocks friendly support spells.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

Reference ↗

Red Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Red Dragon 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

Speed 9 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
30
Damage
45–60
Health
235
Speed
9
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
349

Cost per creature: 3700 gold + 2 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

  • Incinerate

    An active attack on an adjacent target deals 50% extra damage without retaliation.

Reference ↗

Peasant — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 1

Peasant

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
Attack
1
Defense
1
Damage
1–1
Health
3
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
4

Cost per creature: 15 gold

Abilities and limitations

  • Taxpayer

    Provides 1 Gold daily per such creature in armies and towns.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (18)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Archer — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 2

Archer

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Scatter Shot: An active 3 × 3 shot deals half damage to each target, including allies.
Attack
4
Defense
3
Damage
2–4
Health
7
Speed
4
Shots
10
Base weekly growth
12
Initiative
9
Mana
0
Experience per creature
12

Cost per creature: 50 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Scatter Shot

    An active 3 × 3 shot deals half damage to each target, including allies.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (21)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Footman — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 3

Footman

How to use this creature in practice

Melee core and holding approaches

Footman 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
4
Defense
8
Damage
2–4
Health
16
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
17

Cost per creature: 85 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Bash

    May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (19)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Griffin — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 4

Griffin

How to use this creature in practice

Melee core and holding approaches

Griffin 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

Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
7
Defense
5
Damage
5–10
Health
30
Speed
7
Shots
0
Base weekly growth
5
Initiative
15
Mana
0
Experience per creature
38

Cost per creature: 250 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Unlimited Retaliation

    Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.

  • Imm. to Blind

    Cannot be blinded. Assess other control effects separately.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (3)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Priest — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 5

Priest

How to use this creature in practice

Ranged stack requiring usable line of sight

Priest 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
12
Defense
12
Damage
9–12
Health
54
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
0
Experience per creature
70

Cost per creature: 600 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

Reference ↗

Cavalier — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 6

Cavalier

How to use this creature in practice

Melee core and holding approaches

Cavalier 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Jousting: Gains 5% damage per tile moved before attacking.
Attack
23
Defense
21
Damage
20–30
Health
90
Speed
7
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
115

Cost per creature: 1300 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Jousting

    Gains 5% damage per tile moved before attacking.

Reference ↗

Angel — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 7

Angel

How to use this creature in practice

Melee core and holding approaches

Angel 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
27
Damage
45–45
Health
180
Speed
6
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
212

Cost per creature: 2800 gold + 1 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

Reference ↗

Conscript — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 1

Conscript

How to use this creature in practice

Melee core and holding approaches

Conscript 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Bash: May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
  • Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
Attack
1
Defense
2
Damage
1–2
Health
6
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
8

Cost per creature: 25 gold

Abilities and limitations

  • Bash

    May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.

  • Taxpayer

    Provides 1 Gold daily per such creature in armies and towns.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Brute — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 1

Brute

How to use this creature in practice

Melee core and holding approaches

Brute 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
  • Assault: May add another strike after the first hit and enemy retaliation.
Attack
2
Defense
1
Damage
1–2
Health
6
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
8

Cost per creature: 25 gold

Abilities and limitations

  • Taxpayer

    Provides 1 Gold daily per such creature in armies and towns.

  • Assault

    May add another strike after the first hit and enemy retaliation.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Marksman — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 2

Marksman

How to use this creature in practice

Ranged stack requiring usable line of sight

Marksman 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Precise Shot: Shots from fewer than three tiles away ignore target Defense in the damage calculation.
Attack
4
Defense
4
Damage
2–8
Health
10
Speed
4
Shots
12
Base weekly growth
12
Initiative
8
Mana
0
Experience per creature
19

Cost per creature: 80 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Precise Shot

    Shots from fewer than three tiles away ignore target Defense in the damage calculation.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Crossbowman — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Crossbowman 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • No Range Penalty: Ranged attacks have no normal penalty for distances beyond half the battlefield.
Attack
5
Defense
4
Damage
2–8
Health
10
Speed
4
Shots
10
Base weekly growth
12
Initiative
8
Mana
0
Experience per creature
20

Cost per creature: 80 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Range Penalty

    Ranged attacks have no normal penalty for distances beyond half the battlefield.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Squire — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 3

Squire

How to use this creature in practice

Melee core and holding approaches

Squire 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
5
Defense
9
Damage
2–5
Health
26
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
28

Cost per creature: 130 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Shield Allies

    Adjacent friendly stacks take half non-magical ranged damage.

  • Bash

    May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Vindicator — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 3

Vindicator

How to use this creature in practice

Melee core and holding approaches

Vindicator 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
  • Cleave: If the attack kills at least one creature, adds another strike.
Attack
8
Defense
8
Damage
2–5
Health
26
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
29

Cost per creature: 130 gold

Abilities and limitations

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Cleave

    If the attack kills at least one creature, adds another strike.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Imperial Griffin — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Imperial Griffin 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

Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
9
Defense
8
Damage
5–15
Health
35
Speed
7
Shots
0
Base weekly growth
5
Initiative
15
Mana
0
Experience per creature
58

Cost per creature: 370 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Unlimited Retaliation

    Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.

  • Imm. to Blind

    Cannot be blinded. Assess other control effects separately.

  • Battle Dive

    A delayed dive deals double damage to whoever occupies the chosen tile, including an ally.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Battle Griffin — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Battle Griffin 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

Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
7
Defense
12
Damage
6–12
Health
52
Speed
7
Shots
0
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
58

Cost per creature: 370 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Unlimited Retaliation

    Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.

  • Imm. to Blind

    Cannot be blinded. Assess other control effects separately.

  • Rush Dive

    Once per battle, performs a delayed line dive for 75% normal damage without retaliation. Requires at least five Battle Griffins.

  • Battle Frenzy

    Each further retaliation deals 1.5 times the previous damage. The multiplier resets when the creature acts.

Heroes connected to this creature

Combat specialty for this recruitment line (3)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Inquisitor — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 5

Inquisitor

How to use this creature in practice

Stack spellcasting or active support

Inquisitor 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
16
Defense
16
Damage
9–12
Health
80
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
12
Experience per creature
100

Cost per creature: 850 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

Reference ↗

Zealot — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 5

Zealot

How to use this creature in practice

Stack spellcasting or active support

Zealot 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
20
Defense
14
Damage
9–12
Health
80
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
15
Experience per creature
100

Cost per creature: 850 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Purge

    On triggering, removes one randomly selected removable positive effect from the target.

Reference ↗

Paladin — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 6

Paladin

How to use this creature in practice

Melee core and holding approaches

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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Jousting: Gains 5% damage per tile moved before attacking.
Attack
24
Defense
24
Damage
20–30
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
12
Mana
0
Experience per creature
160

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Jousting

    Gains 5% damage per tile moved before attacking.

  • Lay Hands

    Fully heals one creature in the selected friendly stack and removes its negative magical effects.

  • Immune to Frenzy

    Immune to Frenzy. Assess other damage and effect types separately.

Reference ↗

Champion — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 6

Champion

How to use this creature in practice

Melee core and holding approaches

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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Jousting: Gains 5% damage per tile moved before attacking.
Attack
24
Defense
20
Damage
20–35
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
12
Mana
0
Experience per creature
160

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Jousting

    Gains 5% damage per tile moved before attacking.

  • Champion Charge

    After moving more than two tiles, also hits the stack directly behind the target for half damage.

Reference ↗

Archangel — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 7

Archangel

How to use this creature in practice

Melee core and holding approaches

Archangel 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
31
Damage
50–50
Health
220
Speed
8
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
332

Cost per creature: 3500 gold + 2 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Resurrect Allies

    Once per battle, resurrects a fallen friendly stack if its location is unoccupied.

Reference ↗

Seraph — creature appearance in Heroes 5
Source · Game artwork

Haven · Tier 7

Seraph

How to use this creature in practice

Stack spellcasting or active support

Seraph: 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
35
Defense
25
Damage
25–75
Health
220
Speed
8
Shots
0
Base weekly growth
1
Initiative
11
Mana
14
Experience per creature
322

Cost per creature: 3500 gold + 2 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

Reference ↗

Imp — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 1

Imp

How to use this creature in practice

Melee core and holding approaches

Imp 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

Speed 5 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Mana Destroyer: Destroys enemy hero mana at its first action, according to stack size.
Attack
2
Defense
1
Damage
1–2
Health
4
Speed
5
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
7

Cost per creature: 25 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Mana Destroyer

    Destroys enemy hero mana at its first action, according to stack size.

Heroes connected to this creature

Army range in the source profile (13)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Horned Demon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Horned Demon 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

Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
1
Defense
3
Damage
1–2
Health
13
Speed
5
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
10

Cost per creature: 40 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

Heroes connected to this creature

Army range in the source profile (13)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Hell Hound — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Hell Hound 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

Speed 7 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
4
Defense
3
Damage
3–5
Health
15
Speed
7
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
21

Cost per creature: 110 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (13)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Succubus — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 4

Succubus

How to use this creature in practice

Ranged stack requiring usable line of sight

Succubus 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
20
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
37

Cost per creature: 240 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Ranged Retaliation

    Returns enemy ranged fire when unblocked and with retaliation still available.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Hell Charger — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Hell Charger 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

Speed 7 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
13
Defense
13
Damage
8–16
Health
50
Speed
7
Shots
0
Base weekly growth
3
Initiative
16
Mana
0
Experience per creature
77

Cost per creature: 550 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Fear Attack

    May force the target to flee and reset its ATB. Mind-control immunity prevents it.

Reference ↗

Pit Fiend — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Pit Fiend: 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
21
Defense
21
Damage
13–26
Health
110
Speed
4
Shots
0
Base weekly growth
2
Initiative
8
Mana
10
Experience per creature
129

Cost per creature: 1400 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

Reference ↗

Devil — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 7

Devil

How to use this creature in practice

Melee core and holding approaches

Devil 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
25
Damage
36–66
Health
166
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
245

Cost per creature: 2666 gold + 1 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

Reference ↗

Familiar — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 1

Familiar

How to use this creature in practice

Melee core and holding approaches

Familiar 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

Speed 5 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Mana Stealer: At its first action, steals enemy hero mana and transfers it to the friendly hero.
Attack
3
Defense
2
Damage
2–3
Health
6
Speed
5
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
13

Cost per creature: 45 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Mana Stealer

    At its first action, steals enemy hero mana and transfers it to the friendly hero.

Reference ↗

Vermin — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 1

Vermin

How to use this creature in practice

Melee core and holding approaches

Vermin 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

Speed 6 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Siphon Mana: Steals enemy hero mana and distributes it among friendly creature casters.
Attack
3
Defense
3
Damage
1–4
Health
6
Speed
6
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
13

Cost per creature: 45 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Siphon Mana

    Steals enemy hero mana and distributes it among friendly creature casters.

Reference ↗

Horned Overseer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Horned Overseer 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

Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
4
Damage
1–4
Health
13
Speed
5
Shots
0
Base weekly growth
15
Initiative
8
Mana
0
Experience per creature
16

Cost per creature: 60 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Explosion

    Once per battle, deals fire damage to adjacent stacks. Damage follows the stack’s effective Spell Power.

Reference ↗

Horned Grunt — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Horned Grunt 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
2
Damage
1–4
Health
13
Speed
4
Shots
0
Base weekly growth
15
Initiative
8
Mana
0
Experience per creature
16

Cost per creature: 60 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Leap

    Leaps at a distant target with a distance-based bonus, but exposes itself to stronger retaliation.

Reference ↗

Cerberus — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 3

Cerberus

How to use this creature in practice

Melee core and holding approaches

Cerberus 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

Speed 8 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
4
Defense
2
Damage
4–6
Health
15
Speed
8
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
33

Cost per creature: 160 gold

Abilities and limitations

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Three-headed Attack

    Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Firehound — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Firehound 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

Speed 8 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.

  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
  • Three-headed Attack: Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.
Attack
4
Defense
3
Damage
3–5
Health
15
Speed
8
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
30

Cost per creature: 160 gold

Abilities and limitations

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Three-headed Attack

    Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Succubus Mistress — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Succubus Mistress 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
30
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
55

Cost per creature: 350 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Ranged Retaliation

    Returns enemy ranged fire when unblocked and with retaliation still available.

  • Chain Shot

    A shot chains to up to three further targets, halving damage at each jump. Skips Demonic creatures.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Succubus Seducer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Succubus Seducer 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
32
Speed
4
Shots
6
Base weekly growth
5
Initiative
9
Mana
0
Experience per creature
54

Cost per creature: 350 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Ranged Retaliation

    Returns enemy ranged fire when unblocked and with retaliation still available.

  • Seduction

    Once per battle, controls an eligible enemy stack. Duration depends on relative power; the seducing stack’s death ends it.

  • Immune to Puppet Master

    Immune to Puppet Master. Assess other damage and effect types separately.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Nightmare — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Nightmare 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

Speed 8 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
18
Defense
18
Damage
8–16
Health
66
Speed
8
Shots
0
Base weekly growth
3
Initiative
16
Mana
0
Experience per creature
100

Cost per creature: 780 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Fear Attack

    May force the target to flee and reset its ATB. Mind-control immunity prevents it.

  • Frightful Aura

    Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.

Reference ↗

Hell Stallion — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Hell Stallion 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

Speed 8 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
18
Defense
17
Damage
10–17
Health
66
Speed
8
Shots
0
Base weekly growth
3
Initiative
15
Mana
0
Experience per creature
101

Cost per creature: 780 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Searing Aura

    An adjacent enemy takes 10 Fire Damage per Hell Stallion at the start of its turn.

  • Fear Attack

    May force the target to flee and reset its ATB. Mind-control immunity prevents it.

Reference ↗

Pit Lord — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 6

Pit Lord

How to use this creature in practice

Stack spellcasting or active support

Pit Lord: 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
22
Defense
21
Damage
13–31
Health
120
Speed
4
Shots
0
Base weekly growth
2
Initiative
8
Mana
20
Experience per creature
150

Cost per creature: 1666 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Vorpal Sword

    Attacks and retaliations add damage equal to one target creature’s health.

Reference ↗

Pit Spawn — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Pit Spawn 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

Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
27
Defense
23
Damage
13–31
Health
140
Speed
6
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
157

Cost per creature: 1666 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Blade of Slaughter

    Adds 2 damage per creature in the target stack, after multiplicative bonuses.

  • Magic-proof 50%

    Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.

Reference ↗

Arch Devil — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Arch Devil 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
32
Defense
29
Damage
36–66
Health
199
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
311

Cost per creature: 3666 gold + 2 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Summon Pit Lords

    Once per battle, summons up to two Pit Lords per Arch Devil from a dead friendly stack, limited by the corpse’s health.

Reference ↗

Arch Demon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Arch Demon 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
32
Defense
31
Damage
36–66
Health
211
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
312

Cost per creature: 3666 gold + 2 sulfur

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Demonic

    Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.

  • Teleport Other

    Moves a reachable friendly or enemy stack to the nearest available tile beside the Arch Demon.

Reference ↗

Skeleton — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

Attack
1
Defense
2
Damage
1–1
Health
4
Speed
5
Shots
0
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
5

Cost per creature: 19 gold

Abilities and limitations

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

Heroes connected to this creature

Army range in the source profile (12)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Zombie — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 sets movement reach; Initiative 6 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
1
Defense
2
Damage
1–2
Health
17
Speed
4
Shots
0
Base weekly growth
15
Initiative
6
Mana
0
Experience per creature
10

Cost per creature: 40 gold

Abilities and limitations

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (13)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

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 ↗

Ghost — creature appearance in Heroes 5
Source · Game artwork

Necropolis · Tier 3

Ghost

How to use this creature in practice

Melee core and holding approaches

Ghost 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
5
Defense
4
Damage
2–4
Health
16
Speed
5
Shots
0
Base weekly growth
9
Initiative
10
Mana
0
Experience per creature
20

Cost per creature: 100 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Incorporeal

    A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.

Heroes connected to this creature

Temporary combat summon (2)

This creature appears temporarily during battle under the stated trigger. This does not establish a starting or permanently acquired stack; the hero profile explains duration and conditions.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Vampire — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Vampire 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
  • Life Drain: Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Attack
6
Defense
6
Damage
6–8
Health
30
Speed
6
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
38

Cost per creature: 250 gold

Abilities and limitations

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Life Drain

    Restores its own stack from half of dealt damage, including lost creatures against eligible targets.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (2)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Lich — creature appearance in Heroes 5
Source · Game artwork

Necropolis · Tier 5

Lich

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
15
Defense
15
Damage
12–17
Health
50
Speed
3
Shots
5
Base weekly growth
3
Initiative
10
Mana
0
Experience per creature
70

Cost per creature: 620 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Death Cloud

    A shot creates a 3 × 3 cloud. Main target takes normal damage; surrounding undead are exempt and other stacks take half.

Reference ↗

Wight — creature appearance in Heroes 5
Source · Game artwork

Necropolis · Tier 6

Wight

How to use this creature in practice

Melee core and holding approaches

Wight 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Attack
24
Defense
22
Damage
21–25
Health
95
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
120

Cost per creature: 1400 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

Reference ↗

Bone Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Bone Dragon 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
28
Damage
15–30
Health
150
Speed
6
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
166

Cost per creature: 1600 gold + 1 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

Reference ↗

Skeleton Archer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Skeleton 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
1
Defense
2
Damage
1–2
Health
5
Speed
4
Shots
8
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
10

Cost per creature: 30 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

Reference ↗

Skeleton Warrior — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Skeleton Warrior 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
  • Magic-proof 25%: Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.
Attack
2
Defense
6
Damage
1–3
Health
5
Speed
5
Shots
0
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
10

Cost per creature: 30 gold

Abilities and limitations

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Magic-proof 25%

    Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.

  • Bash

    May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.

  • Shield Allies

    Adjacent friendly stacks take half non-magical ranged damage.

Reference ↗

Plague Zombie — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Plague 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

Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Weakening Strike: Each successful hit reduces target Attack and Defense by 2, down to zero.
Attack
2
Defense
2
Damage
2–3
Health
17
Speed
4
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
15

Cost per creature: 60 gold

Abilities and limitations

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Weakening Strike

    Each successful hit reduces target Attack and Defense by 2, down to zero.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Rot Zombie — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Rot 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

Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Festering Aura: Reduces adjacent stacks’ Attack, Defense and Morale regardless of owner. Undead are exempt.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
2
Defense
3
Damage
1–3
Health
19
Speed
4
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
15

Cost per creature: 60 gold

Abilities and limitations

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Festering Aura

    Reduces adjacent stacks’ Attack, Defense and Morale regardless of owner. Undead are exempt.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Spectre — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Spectre 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
5
Defense
4
Damage
4–6
Health
19
Speed
5
Shots
0
Base weekly growth
9
Initiative
10
Mana
0
Experience per creature
31

Cost per creature: 140 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Incorporeal

    A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.

  • Mana Drain

    Drains target creature mana on attack to restore Spectres, capped by the target’s available mana.

Reference ↗

Poltergeist — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Poltergeist 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

Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
6
Defense
5
Damage
4–6
Health
20
Speed
6
Shots
0
Base weekly growth
9
Initiative
9
Mana
0
Experience per creature
31

Cost per creature: 140 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Incorporeal

    A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.

  • Steal Ammunition

    Once per battle, steals ammunition from reachable enemy stacks according to its stack size.

Reference ↗

Vampire Lord — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Before attacking check whether the target can supply Life Drain. Compare recovery with casualties after landing and subsequent enemy ATB actions.

Watch for: Non-living or otherwise ineligible targets do not provide the same recovery as living armies. Higher Initiative does not itself extend movement reach.

Timing, specific abilities and the follow-up plan

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
9
Defense
9
Damage
7–11
Health
35
Speed
7
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
60

Cost per creature: 380 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Life Drain

    Restores its own stack from half of dealt damage, including lost creatures against eligible targets.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Vampire Prince — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Vampire Prince 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Life Drain: Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Attack
9
Defense
9
Damage
5–13
Health
40
Speed
8
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
62

Cost per creature: 380 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Life Drain

    Restores its own stack from half of dealt damage, including lost creatures against eligible targets.

  • Torpor

    May put a target to sleep for two turns. A waking hit prevents retaliation, and Vampires deal maximum damage against sleepers. Undead, elementals and constructs are exempt.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Archlich — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Archlich 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

Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
19
Defense
19
Damage
17–20
Health
55
Speed
3
Shots
6
Base weekly growth
3
Initiative
10
Mana
16
Experience per creature
100

Cost per creature: 850 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Death Cloud

    A shot creates a 3 × 3 cloud. Main target takes normal damage; surrounding undead are exempt and other stacks take half.

Reference ↗

Lich Master — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Lich Master 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
21
Defense
19
Damage
17–21
Health
55
Speed
4
Shots
5
Base weekly growth
3
Initiative
10
Mana
19
Experience per creature
101

Cost per creature: 850 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

Reference ↗

Wraith — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Wraith 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Harm Touch: An activated alternative to normal attack kills exactly one creature and removes the target’s positive magical effects.
Attack
26
Defense
24
Damage
25–30
Health
100
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
155

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Harm Touch

    An activated alternative to normal attack kills exactly one creature and removes the target’s positive magical effects.

Reference ↗

Banshee — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Banshee 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Death Wail: Active damage against nearby enemies depends on their Morale and distance. Excludes undead and mechanical targets.
Attack
23
Defense
23
Damage
22–27
Health
110
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
156

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Death Wail

    Active damage against nearby enemies depends on their Morale and distance. Excludes undead and mechanical targets.

Reference ↗

Spectral Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Spectral Dragon 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
28
Damage
25–35
Health
160
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
220

Cost per creature: 1900 gold + 2 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Cursing Attack

    Adds Basic Weakness on attack. Another hit refreshes its duration.

  • Death Stare

    Reduces all enemy stacks’ Morale by 1.

Reference ↗

Ghost Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Ghost Dragon 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
27
Damage
27–36
Health
150
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
221

Cost per creature: 1900 gold + 2 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Undead

    Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.

  • Sorrow Strike

    Adds Sorrow to the target on attack, following the 3.1 effect rank.

Reference ↗

Pixie — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 1

Pixie

How to use this creature in practice

Melee core and holding approaches

Pixie 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
1
Defense
1
Damage
1–2
Health
5
Speed
7
Shots
0
Base weekly growth
10
Initiative
12
Mana
0
Experience per creature
8

Cost per creature: 35 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Spray Attack

    An attack simultaneously hits three adjacent enemy tiles.

Heroes connected to this creature

Army range in the source profile (8)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Blade Dancer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Blade Dancer 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

Attack
3
Defense
2
Damage
2–5
Health
12
Speed
6
Shots
0
Base weekly growth
9
Initiative
11
Mana
0
Experience per creature
15

Cost per creature: 70 gold

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Hunter — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 3

Hunter

How to use this creature in practice

Ranged stack requiring usable line of sight

Hunter 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Elves Double Shot: A ranged action fires two full shots.
Attack
4
Defense
1
Damage
4–7
Health
10
Speed
5
Shots
12
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
24

Cost per creature: 120 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Elves Double Shot

    A ranged action fires two full shots.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (8)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Druid — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 4

Druid

How to use this creature in practice

Stack spellcasting or active support

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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
7
Defense
7
Damage
7–9
Health
34
Speed
5
Shots
5
Base weekly growth
4
Initiative
10
Mana
12
Experience per creature
43

Cost per creature: 320 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Unicorn — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 5

Unicorn

How to use this creature in practice

Melee core and holding approaches

Unicorn 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Aura of Magic Resistance: The creature and adjacent friendly stacks gain 30% magic resistance.
Attack
12
Defense
12
Damage
10–20
Health
57
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
70

Cost per creature: 630 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Aura of Magic Resistance

    The creature and adjacent friendly stacks gain 30% magic resistance.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Treant — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 6

Treant

How to use this creature in practice

Melee core and holding approaches

Treant 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

Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
19
Defense
27
Damage
7–17
Health
175
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
100

Cost per creature: 1100 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Entangling Roots

    A hit immobilises the target while the Treant remains in direct contact.

Reference ↗

Green Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Green Dragon 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

Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
25
Damage
30–50
Health
200
Speed
8
Shots
0
Base weekly growth
1
Initiative
12
Mana
0
Experience per creature
212

Cost per creature: 2500 gold + 1 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Acid Breath

    Also hits a stack immediately behind the target, using the piercing dragon-breath rule.

Reference ↗

Sprite — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 1

Sprite

How to use this creature in practice

Stack spellcasting or active support

Sprite: 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

Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
2
Defense
1
Damage
2–2
Health
6
Speed
7
Shots
0
Base weekly growth
10
Initiative
15
Mana
10
Experience per creature
16

Cost per creature: 55 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Spray Attack

    An attack simultaneously hits three adjacent enemy tiles.

Heroes connected to this creature

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Dryad — creature appearance in Heroes 5
Source · Game artwork

Sylvan · Tier 1

Dryad

How to use this creature in practice

Melee core and holding approaches

Dryad 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

Speed 7 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • Flyer: Crosses obstacles while moving; the destination must be empty.
  • No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
2
Defense
1
Damage
2–3
Health
6
Speed
7
Shots
0
Base weekly growth
10
Initiative
14
Mana
0
Experience per creature
16

Cost per creature: 55 gold

Abilities and limitations

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • No Enemy Retaliation

    Melee attacks prevent enemy retaliation under the ability’s normal rule.

  • Spray Attack

    An attack simultaneously hits three adjacent enemy tiles.

  • Symbiosis

    Once per battle, heals and resurrects Treants while restoring Dryads according to both stack sizes.

Reference ↗

War Dancer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

War Dancer 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

Speed 6 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • War Dance Combo: Hits all eight adjacent tiles: full damage against the main enemy, half against the others.
Attack
5
Defense
3
Damage
3–5
Health
12
Speed
6
Shots
0
Base weekly growth
9
Initiative
15
Mana
0
Experience per creature
29

Cost per creature: 120 gold

Abilities and limitations

  • War Dance Combo

    Hits all eight adjacent tiles: full damage against the main enemy, half against the others.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Wind Dancer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Wind Dancer 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

Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.

  • Agility: Gains +2 Defense per tile moved until its next action. The opening action receives the bonus for its full movement range.
Attack
6
Defense
6
Damage
4–6
Health
12
Speed
7
Shots
0
Base weekly growth
9
Initiative
15
Mana
0
Experience per creature
28

Cost per creature: 120 gold

Abilities and limitations

  • Agility

    Gains +2 Defense per tile moved until its next action. The opening action receives the bonus for its full movement range.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Master Hunter — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Master Hunter 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Elves Double Shot: A ranged action fires two full shots.
Attack
5
Defense
4
Damage
5–8
Health
14
Speed
5
Shots
16
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
37

Cost per creature: 190 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Elves Double Shot

    A ranged action fires two full shots.

  • Warding Arrows

    A shot may delay the target by reducing ATB by 0.2.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Arcane Archer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Arcane 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Force Arrow: A shot ignores 50% of Defense and may push back and stun the target.
Attack
6
Defense
5
Damage
8–9
Health
14
Speed
5
Shots
16
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
39

Cost per creature: 190 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Force Arrow

    A shot ignores 50% of Defense and may push back and stun the target.

  • No Range Penalty

    Ranged attacks have no normal penalty for distances beyond half the battlefield.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Druid Elder — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Druid Elder 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
9
Damage
9–14
Health
33
Speed
4
Shots
7
Base weekly growth
4
Initiative
10
Mana
15
Experience per creature
62

Cost per creature: 440 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Mana Feed

    Transfers its own mana reserve to the hero.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

High Druid — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

High 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
8
Damage
10–14
Health
34
Speed
4
Shots
7
Base weekly growth
4
Initiative
10
Mana
15
Experience per creature
64

Cost per creature: 440 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Channeling

    Adds its Spell Power to the hero, capped by hero Knowledge. Ends if the stack dies and does not stack.

Heroes connected to this creature

Specific specialty effect (2)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Silver Unicorn — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Silver Unicorn 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Blinding Attack: A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Attack
17
Defense
17
Damage
10–20
Health
77
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
95

Cost per creature: 900 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Blinding Attack

    A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.

  • Aura of Magic Resistance

    The creature and adjacent friendly stacks gain 30% magic resistance.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Pristine Unicorn — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Pristine Unicorn 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Blinding Attack: A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Attack
15
Defense
15
Damage
9–24
Health
80
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
96

Cost per creature: 900 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Blinding Attack

    A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.

  • Child of the Light

    Non-damaging Light Magic cast by either side also affects this creature at Expert rank.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Ancient Treant — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Ancient Treant 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

Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
19
Defense
29
Damage
10–20
Health
181
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
135

Cost per creature: 1400 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Take Roots

    On defending, gains 50% Defense and repeated retaliations until its next action. Stand Your Ground doubles the defence bonus.

  • Entangling Roots

    A hit immobilises the target while the Treant remains in direct contact.

Reference ↗

Savage Treant — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Savage Treant 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

Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
21
Defense
27
Damage
12–20
Health
175
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
136

Cost per creature: 1400 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Entangling Roots

    A hit immobilises the target while the Treant remains in direct contact.

  • Rage of the forest

    Converts half of Defense into Attack, adds +5 Initiative and loses entangling roots for the battle.

  • Immune to Slow

    Immune to Slow. Assess other damage and effect types separately.

Reference ↗

Emerald Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Emerald Dragon 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

Speed 9 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
27
Damage
33–57
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
14
Mana
0
Experience per creature
300

Cost per creature: 3400 gold + 2 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Immune to Earth

    Immune to Earth. Assess other damage and effect types separately.

  • Acid Breath

    Also hits a stack immediately behind the target, using the piercing dragon-breath rule.

Reference ↗

Crystal Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Crystal Dragon 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

Speed 9 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
26
Damage
30–60
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
14
Mana
0
Experience per creature
301

Cost per creature: 3400 gold + 2 gems

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Prismatic Breath

    Hits a random area of one to five tiles behind the target, influenced by Luck.

Reference ↗

Defender — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Defender 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
1
Defense
4
Damage
1–1
Health
7
Speed
4
Shots
0
Base weekly growth
18
Initiative
9
Mana
0
Experience per creature
7

Cost per creature: 24 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Armoured

    Protects against spells and effects that reduce Defense.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Spearwielder — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Spearwielder 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Crippling Wound: A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.
Attack
4
Defense
4
Damage
1–2
Health
9
Speed
4
Shots
2
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
10

Cost per creature: 45 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Crippling Wound

    A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Bear Rider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Bear Rider 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
5
Defense
10
Damage
4–5
Health
25
Speed
6
Shots
0
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
24

Cost per creature: 130 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (8)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Brawler — creature appearance in Heroes 5
Source · Game artwork

Fortress · Tier 4

Brawler

How to use this creature in practice

Melee core and holding approaches

Brawler 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

Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Attack
6
Defense
6
Damage
2–6
Health
20
Speed
5
Shots
0
Base weekly growth
6
Initiative
12
Mana
0
Experience per creature
27

Cost per creature: 160 gold

Abilities and limitations

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

Reference ↗

Rune Priest — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Rune Priest 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

Speed 3 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
6
Damage
12–15
Health
60
Speed
3
Shots
5
Base weekly growth
3
Initiative
8
Mana
15
Experience per creature
70

Cost per creature: 470 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Fire Proof 50%

    Reduces fire spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.

  • Mark Of Fire

    A hit may double the target’s incoming Fire Damage for two turns.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (2)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Thane — creature appearance in Heroes 5
Source · Game artwork

Fortress · Tier 6

Thane

How to use this creature in practice

Melee core and holding approaches

Thane 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
24
Damage
8–12
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
115

Cost per creature: 1300 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Storm Strike

    Chains hits through adjacent enemies. Despite its lightning appearance, this damage is physical rather than magical.

Reference ↗

Fire Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Fire Dragon 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
25
Defense
32
Damage
40–50
Health
230
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
212

Cost per creature: 2700 gold + 1 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Fire Shield

    A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

Reference ↗

Shieldguard — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Shieldguard 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
1
Defense
5
Damage
1–2
Health
12
Speed
4
Shots
0
Base weekly growth
18
Initiative
9
Mana
0
Experience per creature
12

Cost per creature: 40 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Armoured

    Protects against spells and effects that reduce Defense.

  • Shield Wall

    Incoming damage drops by 10% per tile moved by the attacker, capped at 90% reduction.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Mountain Guard — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Mountain Guard 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

Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
2
Defense
6
Damage
1–2
Health
12
Speed
4
Shots
0
Base weekly growth
18
Initiative
8
Mana
0
Experience per creature
12

Cost per creature: 40 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Large Shield

    Non-magical ranged attacks deal only 50% normal damage.

  • Armoured

    Protects against spells and effects that reduce Defense.

  • Hold Ground

    Cannot be displaced by an enemy while in its starting position.

  • Defensive Stance

    Gains +5 Defense while remaining in its starting position.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Skirmisher — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Skirmisher 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
4
Defense
4
Damage
2–3
Health
12
Speed
4
Shots
4
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
17

Cost per creature: 65 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

  • Crippling Wound

    A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Harpooner — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Harpooner 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Harpoon Strike: Actively pulls the target one tile closer and deals normal damage.
Attack
5
Defense
3
Damage
2–5
Health
10
Speed
4
Shots
4
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
17

Cost per creature: 65 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Harpoon Strike

    Actively pulls the target one tile closer and deals normal damage.

  • Armoured

    Protects against spells and effects that reduce Defense.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Blackbear Rider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Blackbear Rider 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
6
Defense
14
Damage
5–6
Health
30
Speed
7
Shots
0
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
36

Cost per creature: 185 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Armoured

    Protects against spells and effects that reduce Defense.

  • Paw Strike

    May push the target one tile and reset ATB. Chance depends on movement before the attack.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Whitebear Rider — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Whitebear Rider 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

Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
8
Defense
12
Damage
5–6
Health
30
Speed
7
Shots
0
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
36

Cost per creature: 185 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Bear Roar

    An attack may frighten the target and nearby enemies. Success temporarily gives the creature +1 Morale and +10% health.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Berserker — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Berserker 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

Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
  • Berserker Rage: Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.
Attack
7
Defense
7
Damage
3–8
Health
25
Speed
5
Shots
0
Base weekly growth
6
Initiative
12
Mana
0
Experience per creature
41

Cost per creature: 220 gold

Abilities and limitations

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

  • Berserker Rage

    Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.

Reference ↗

Battlerager — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Battlerager 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Giant Slayer: Temporarily gains +4 Attack and +4 Defense against a Large Creature.
  • Bash: May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Attack
7
Defense
7
Damage
3–7
Health
30
Speed
5
Shots
0
Base weekly growth
6
Initiative
11
Mana
0
Experience per creature
41

Cost per creature: 220 gold

Abilities and limitations

  • Giant Slayer

    Temporarily gains +4 Attack and +4 Defense against a Large Creature.

  • Bash

    May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.

  • Immune to Mind Control

    Immune to Mind Control. Assess other damage and effect types separately.

  • Battle Rage

    After taking damage, gains +2 Initiative and +5 Attack for two turns. The bonus does not stack.

Reference ↗

Rune Patriarch — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Rune Patriarch 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

Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
9
Defense
9
Damage
14–17
Health
60
Speed
3
Shots
5
Base weekly growth
3
Initiative
10
Mana
25
Experience per creature
100

Cost per creature: 700 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Mark Of Fire

    A hit may double the target’s incoming Fire Damage for two turns.

  • Crossfire

    Attacks in a cross shape and damages only enemies.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Rune Keeper — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Rune Keeper 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

Speed 3 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
9
Damage
17–20
Health
65
Speed
3
Shots
5
Base weekly growth
3
Initiative
9
Mana
25
Experience per creature
101

Cost per creature: 700 gold

Abilities and limitations

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Mark Of Fire

    A hit may double the target’s incoming Fire Damage for two turns.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Flame Lord — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Flame 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

Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
24
Damage
21–26
Health
120
Speed
8
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
160

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Flamewave

    May generate a cone-shaped physical wave beyond the target. Damage decreases in further rows.

  • Flamestrike

    Once per battle, actively strikes a chosen enemy for 20% extra damage and Mark of Fire.

Reference ↗

Thunder Thane — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Thunder Thane 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

Speed 8 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
16
Defense
23
Damage
9–13
Health
145
Speed
8
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
161

Cost per creature: 1700 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Storm Strike

    Chains hits through adjacent enemies. Despite its lightning appearance, this damage is physical rather than magical.

  • Immune to Air

    Immune to Air. Assess other damage and effect types separately.

  • Storm Bolt

    Once per battle, actively uses Storm Strike against a chosen target.

Reference ↗

Magma Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Magma Dragon 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
30
Defense
40
Damage
40–50
Health
280
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
329

Cost per creature: 3400 gold + 2 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Fire Breath

    Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.

  • Magma Shield

    Returns 40% of a melee attacker’s dealt damage as Fire Damage.

Reference ↗

Lava Dragon — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Lava Dragon 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
30
Defense
35
Damage
44–55
Health
275
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
326

Cost per creature: 3400 gold + 2 crystals

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Elemental

    An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.

  • Immune to Fire

    Immune to Fire. Assess other damage and effect types separately.

  • Liquid Flame Breath

    Leaves fire at the attack location for two turns. Also damages allies, for 10 damage per Lava Dragon on each applicable tick.

Reference ↗

Goblin — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

Speed 4 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
  • Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
1
Defense
1
Damage
1–1
Health
3
Speed
4
Shots
0
Base weekly growth
25
Initiative
12
Mana
0
Experience per creature
4

Cost per creature: 10 gold

Abilities and limitations

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Cowardice

    Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.

  • Treachery

    Changes sides below 30% of its original count. Can betray once per battle.

Heroes connected to this creature

Recurring army reinforcements (1)

Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.

Army range in the source profile (10)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Centaur — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
3
Defense
1
Damage
2–4
Health
6
Speed
5
Shots
8
Base weekly growth
14
Initiative
11
Mana
0
Experience per creature
11

Cost per creature: 50 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Maneuver

    After a melee hit, attempts to retreat to an empty tile and fire for half damage.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (9)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Warrior — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Warrior 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
5
Defense
2
Damage
2–5
Health
12
Speed
4
Shots
0
Base weekly growth
11
Initiative
10
Mana
0
Experience per creature
17

Cost per creature: 80 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (8)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Shaman — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Shaman: 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
5
Defense
5
Damage
6–9
Health
30
Speed
5
Shots
0
Base weekly growth
5
Initiative
11
Mana
8
Experience per creature
35

Cost per creature: 260 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

Heroes connected to this creature

Army range in the source profile (1)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Slayer — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Slayer 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

Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Cleave: If the attack kills at least one creature, adds another strike.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
11
Defense
8
Damage
7–10
Health
34
Speed
6
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
70

Cost per creature: 350 gold

Abilities and limitations

  • Cleave

    If the attack kills at least one creature, adds another strike.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Army range in the source profile (2)

The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.

Reference ↗

Wyvern — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Wyvern 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
17
Defense
17
Damage
15–25
Health
90
Speed
6
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
115

Cost per creature: 1250 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Regeneration

    Restores 30–50 health on its turn.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Cyclops — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Cyclops 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
29
Defense
27
Damage
40–52
Health
220
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
212

Cost per creature: 2900 gold + 1 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Swallow Goblin

    Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.

Reference ↗

Goblin Trapper — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Goblin Trapper 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

Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
  • Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
1
Defense
3
Damage
1–1
Health
7
Speed
4
Shots
0
Base weekly growth
25
Initiative
10
Mana
0
Experience per creature
8

Cost per creature: 20 gold

Abilities and limitations

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Cowardice

    Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.

  • Set Snares

    Places a hidden snare that may reduce or stop movement. A misfire resets the Goblins’ ATB.

Heroes connected to this creature

Recurring army reinforcements (1)

Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.

Reference ↗

Goblin Witch-Doctor — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Goblin Witch-Doctor 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
  • Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
2
Defense
1
Damage
1–2
Health
5
Speed
5
Shots
0
Base weekly growth
25
Initiative
9
Mana
0
Experience per creature
8

Cost per creature: 20 gold

Abilities and limitations

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Cowardice

    Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.

  • Defile Magic

    May weaken, increase the cost of, or cancel the chosen caster’s spells. Failure may backfire on the Goblins.

Heroes connected to this creature

Recurring army reinforcements (1)

Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.

Reference ↗

Centaur Nomad — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur Nomad 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

Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
4
Defense
2
Damage
3–6
Health
9
Speed
5
Shots
8
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
18

Cost per creature: 70 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Maneuver

    After a melee hit, attempts to retreat to an empty tile and fire for half damage.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Centaur Marauder — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur Marauder 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
4
Defense
4
Damage
3–5
Health
10
Speed
6
Shots
6
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
19

Cost per creature: 70 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Shooter

    Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • No Melee Penalty

    The shooter has no normal melee damage penalty.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Mauler — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Mauler 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

Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.

  • Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
6
Defense
4
Damage
4–6
Health
12
Speed
5
Shots
0
Base weekly growth
11
Initiative
11
Mana
0
Experience per creature
25

Cost per creature: 120 gold

Abilities and limitations

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Assault

    May add another strike after the first hit and enemy retaliation.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Warmonger — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Warmonger 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

Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
  • Fierce Retaliation: Retaliation deals double normal damage.
Attack
4
Defense
6
Damage
3–5
Health
20
Speed
4
Shots
0
Base weekly growth
11
Initiative
9
Mana
0
Experience per creature
26

Cost per creature: 120 gold

Abilities and limitations

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Fierce Retaliation

    Retaliation deals double normal damage.

  • Enraged

    Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.

  • Taunt

    May redirect an adjacent enemy melee attack aimed at an ally onto itself.

Heroes connected to this creature

Combat specialty for this recruitment line (1)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Sky Daughter — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Sky Daughter: 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

Speed 4 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
7
Defense
9
Damage
6–9
Health
35
Speed
4
Shots
0
Base weekly growth
5
Initiative
12
Mana
12
Experience per creature
54

Cost per creature: 360 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Sacrifice Goblin

    Sacrifices an adjacent Goblin to restore mana and add Attack, Defense and Morale; attribute bonuses cap at +5.

Reference ↗

Earth Daughter — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Earth Daughter: 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

Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
10
Defense
7
Damage
7–11
Health
35
Speed
5
Shots
0
Base weekly growth
5
Initiative
12
Mana
8
Experience per creature
55

Cost per creature: 360 gold

Abilities and limitations

  • Caster

    Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Sacrifice Goblin

    Sacrifices an adjacent Goblin to restore mana and add Attack, Defense and Morale; attribute bonuses cap at +5.

  • Hexing Attack

    After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.

  • Swift Attack

    A target affected by Slow cannot retaliate.

Reference ↗

Executioner — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Executioner 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Frightful Aura: Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.
  • Bravery: Morale cannot fall below +1.
Attack
14
Defense
10
Damage
8–12
Health
40
Speed
7
Shots
0
Base weekly growth
5
Initiative
12
Mana
0
Experience per creature
100

Cost per creature: 500 gold

Abilities and limitations

  • Frightful Aura

    Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.

  • Bravery

    Morale cannot fall below +1.

  • Cleave

    If the attack kills at least one creature, adds another strike.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Chieftain — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Chieftain 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

Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.

  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
  • Commanding Presence: Adds +1 Initiative to adjacent friendly stacks.
Attack
13
Defense
15
Damage
10–12
Health
48
Speed
7
Shots
0
Base weekly growth
5
Initiative
12
Mana
0
Experience per creature
101

Cost per creature: 500 gold

Abilities and limitations

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Commanding Presence

    Adds +1 Initiative to adjacent friendly stacks.

  • Order of the Chief

    Damages a selected friendly stack and advances its ATB. Both effects depend on the number of Chieftains.

Heroes connected to this creature

Combat specialty for this recruitment line (2)

The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.

Reference ↗

Foul Wyvern — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Foul Wyvern 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

Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
21
Defense
18
Damage
20–27
Health
105
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
160

Cost per creature: 1600 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Regeneration

    Restores 30–50 health on its turn.

  • Venom

    Poison lasts three further turns for 5 damage per Foul Wyvern present when applied.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Paokai — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Paokai 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

Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
19
Defense
19
Damage
20–25
Health
120
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
161

Cost per creature: 1600 gold

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Flyer

    Crosses obstacles while moving; the destination must be empty.

  • Lightning Breath

    Hits enemies near the main target and divides total damage equally among those hit.

  • Imm. to Blind

    Cannot be blinded. Assess other control effects separately.

  • Scavenger

    Consumes a reachable corpse stack to restore health and lost creatures, gaining 20% of the dead stack’s health.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Untamed Cyclops — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Untamed Cyclops 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

Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
30
Defense
27
Damage
45–57
Health
225
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
317

Cost per creature: 3450 gold + 2 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Swallow Goblin

    Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.

  • Goblin Thrower

    Uses one adjacent friendly Goblin as ranged ammunition.

  • Crush. Blow

    Hits a 2 × 2 area, including allies, and may reset ATB. Can also damage walls and towers.

  • Range Pen

    Ranged shots always deal half normal damage. Assess melee attacks separately.

Reference ↗

Bloodeyed Cyclops — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Bloodeyed Cyclops 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

Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.

  • Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
  • Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
28
Defense
28
Damage
35–50
Health
235
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
317

Cost per creature: 3450 gold + 2 mercury

Abilities and limitations

  • Large Creature

    Occupies a 2 × 2 footprint and needs enough space to move or land.

  • Raging Blood

    Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.

  • Swallow Goblin

    Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.

  • Goblin Thrower

    Uses one adjacent friendly Goblin as ranged ammunition.

  • Evil-eye

    A piercing beam hits two tiles and lowers Luck by 3. Can reach the stack behind the first target.

  • Range Pen

    Ranged shots always deal half normal damage. Assess melee attacks separately.

Reference ↗

Comparing entries

177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.

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.

Battle plans →