HEROES ATLAS
EN

Heroes VI · CREATURE PROFILE

Ahribban in Heroes VI: stats, cost and abilities

Ahribban in Heroes VI: 80000 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 →
Ahribban — creature appearance in Heroes 6
Source · Game artwork

Campaign boss

Ahribban

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 99 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Ill Blood: The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
  • Mark of Consumption: The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Might damage
15250–15750
Magic damage
—
Might protection
73 %
Magic protection
73 %
Health
80000
Initiative
55
Combat movement
99
Ranged reach
—
Morale
0
Luck
50
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

  • Ill Blood

    The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.

  • Mark of Consumption

    The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.

  • Gating

    Ahribban summons a demon stack at the start of each turn. Prolonging the battle therefore introduces additional enemies.

  • Boundless Hate

    Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.

  • 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.

  • Drain Luck

    An attack steals 10 luck from its target and gives it to the boss for the battle. Each opponent can be affected once and the transfer cannot be dispelled.

  • 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.