Grim Reaper 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
Combat movement 7 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Nightmarish Presence: Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Fatal Strike: If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.
Nightmarish Presence
Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Fatal Strike
If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Grim Reaper · reference values before bonuses
Creatures
Total cost
Base health
1
6,070 gold
2 shadowsteel
1 starsilver
350
5
30,350 gold
10 shadowsteel
5 starsilver
1,750
10
60,700 gold
20 shadowsteel
10 starsilver
3,500
Reading this profile correctly
Distinguish a base creature from its upgrade and an alternative Champion. Fortress and other content have edition labels. A warfare unit’s five scaling ranks are not creature counts.
Attack and defense are numeric attributes; damage also has its own type or element. Full and half ranged reach describe an attack mode rather than ammunition. Compare Champions with their mutually exclusive dwellings. Warfare units use separate control and scaling; the five stages in their tables are not creature counts.
156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.