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Heroes VI · CREATURE PROFILE

Abyssal Worm in Heroes VI: stats, cost and abilities

Abyssal Worm in Heroes VI: 75000 reference health per creature, detailed statistics, explained abilities, recruitment restrictions, original artwork and related profiles.

Quick guide: where it fits

Scenario opponent with special rules

Before the encounter identify the boss’s active form and actual abilities.

Watch for: A boss is not an ordinary recruitable stack.

Exact dwelling, growth and items →
Abyssal Worm — creature appearance in Heroes 6
Source · Game artwork

Campaign boss

Abyssal Worm

How to use this creature in practice

Scenario opponent with special rules

Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.

Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.

Timing, specific abilities and the follow-up plan

Combat movement 20 and Initiative 60 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Devour: Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.
  • Enrage: Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.
Might damage
—
Magic damage · Fire
2750–3250
Might protection
73 %
Magic protection
64 %
Health
75000
Initiative
60
Combat movement
20
Ranged reach
—
Morale
0
Luck
0
Reference growth
—

Cost per creature: Cannot be recruited normally

A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.

Abilities and limitations

  • Devour

    Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.

  • Enrage

    Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.

  • Evasive

    Abyssal Worm attempts to move away after a melee exchange. Recheck each following stack’s reach after the exchange resolves.

  • Lava Blood

    A melee attacker hitting Abyssal Worm takes 1,000 Fire damage per round for three rounds. Include subsequent burning when estimating the cost of a hit.

  • Nimble

    Abyssal Worm can shoot after moving. Its relocation does not necessarily mean the action can no longer deal damage.

  • Fireproof Skin

    The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.

  • Light vulnerability

    Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.

  • Living

    Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.

  • Boss immunities

    The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.

Reference ↗

Where to obtain and develop this creature

This reference assigns no direct town dwelling. Read the profile’s availability and abilities for acquisition.

Reading this profile correctly

Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.

The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.

Numerical reference source ↗

Original roster scope

111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.