MONSTER DESCRIPTIONS


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Chimera

The Chimera is a huge monster with three bestial heads: one resembling a lion, one with horns like a ram, and one reptilian and scaly like a dragon.

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Terror: Chimeras are horrifying and cause terror.

Breathe Fire: The Chimera's dragon head can breathe fire in the shooting phase. Use the teardrop-shaped flame template to work out hits. Place the template with the end lying over the target and the narrow part coming from the Chimera's mouth. Any model lying under the template area is hit on a 4+. Fire hits have a Strength 4.

Fly: Chimeras have wings and can fly up to 24".

Bound Monster: The Chimera is a bound monster.


Cockatrice

The Cockatrice is covered with scales and feathers, with powerful wings that propel it through the sky. The Cockatrice's head has a fierce beak and is covered with ugly red wattles. It's gaze can petrify its foes literally turning them to stone.

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Fear: The Cockatrice causes fear.

Petrify: The gaze of the Cockatrice can petrify is opponents turning them to stone and slaying them.

The Cockatrice may use its gaze in the shooting phase. This has a range of 8" and can be used against one model that the Cockatrice can see. The target can try and avoid being turned to stone by looking aside quickly. If a model can roll less than its Initiative value then it looks away in time and is unaffected; otherwise it is turned to stone. One a roll of a 6 the target is always affected, even if its Initiative is a 6+.

Fly: Cockatrices have wings and can fly up to 24".

Bound Monster: The Cockatrice is a bound monster.


Dragons

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Great Dragon670778788
Emperor Dragon680889699
Chaos Dragon660777688
Dragon Ogre642554237
Dragon Ogre Champion652554237
Dragon Ogre Hero664665458
Dragon Ogre Lord675666569

Fly: Dragons have wings and can fly up to 24".

Scaly Skin: Dragons have extremely hard scales with act like armour. A Dragon has an armour saving throw of 4+. However, because the scales are so hard the save is not modified by the usual modifiers for Strength. Regardless of the Strength of the attack, a Dragon will always have the same save. Only if the attack discounts saves altogether is the save ignored.

Terror: Dragons are huge monsters that cause terror.

Dragon's Breath: Dragons breathe deadly flame, gas or lightning. The type depends on the colour of the Dragon.

Unless noted otherwise, breath attacks are worked out the same way. Take the teardrop-shaped flame template and place it with the broad end over your target and the narrow end at the Dragon's mouth. Any model lying under the template area is hit on a 4+.

Dragons breathe in the shooting phase. Dragons fighting hand-to-hand can continue breathing in the shooting phase, but must direct their attacks against the units they are fighting. Models removed as a result of breath casaulties in the shooting phase are counted towards the combat result.

White Dragons: White Dragons breath a freezing chill mist. Any frozen model suffers 1 wound on a roll of a 6 regardless of its Toughness with no saving throws for armour. Any unit which is hit by a freezing chill is automatically frozen to the spot. A frozen unit may fight if attacked but will require 6's to hit, otherwise it may not do anything else until it thaws out. Frozen units are automatically frozen for 1 turn and must subsequently test to see whether they thaw out at the beginning of the player's following turns. Units frozen by a Dragon require a 2+ to thaw out, those frozen by a Great Dragon need a 3+, and those by an Emperor Dragon must roll a 4+.

Black Dragons: These breathe thick oily smoke. Each model hit by the oily smoke suffers a number of wounds equivalent to D6 minus the target's Toughness. No armour save is allowed for armour. Black Great Dragons inflict 1 extra wound on top of any wound they would otherwise inflict, while Emperor Black Dragons inflict 2 extra wounds.

Red or Fire Dragons: These breathe flames. Each enemy hit suffers a Strength 4 hit from Dragons, a Strength 5 from Great Dragons, and a Strength 6 from Emperor Dragons. Damage and saving throws are worked out normally. In addition, the Dragon causes extra damage on targets which burn easily such as Treemen and Mummies.

Green Dragons: These belch corrosive green fumes. Any model hit suffers a Strength 4 hit with no saving throw for armour. In addition a unit attacked by corrosive fumes may be foreced to give ground. The unit takes a leadership test in the same way as for fear or other psychology test.

If this test is passed the unit holds it ground. If the unit fails it is moved directly away from the attack by D6". This does not affect the unit's move next turn.

Blue Dragons: Blue Dragons generate an electric charge which they spit as arcs of lightning. This is not worked out using the flame template. The lightning has an initial range of 12" - nominate a single enemy model within the range as the target. The target is hit on a 4+. if the target is hit then the lightning bolt will leap to a model touching the original target on the roll of 4+. If this target is hit the lightning bolt leaps to the next model on the roll of 4+ and so on.

The lightning bolts keep leaping and striking a new target so long as you continue to roll 4+. A bolt may leap more than 12" range in total as a result. As soon as you roll 3 or less the bolt earths to the ground and there is no further effect. The Dragon can direct the bolt to some extent by choosing where the bolt leaps to in cases where there is a choice. Any model struck by lightning suffers a Strength 6 hit from a Dragon, a Strength 7 from a Great Dragon, and a Strength 8 from an Emperor Dragon with damage and armour saving throws as normal.


Giant

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Fear: Giants cause fear.

Move: Giants have long limbs which enable them to cross of normal sized obstacles such as walls and hedges withouth penalty.

Fall Over: Giants are tall and poorly balanced and are prone to falling over. A Giant must test to see whether it falls over if any of the following apply:

  1. When it is beaten in hand-to-hand fighting.


  2. At the start of its movement phase if it is fleeing.


  3. When it crosses an obstacle.


  4. If the Giant wishes to Jump Up and Down (see below).


  5. The Giant will fall over if you roll a 6 on a D6. To determine the direction the Giant falls roll a scatter dice. Place the falling giant template with its feet at the model's base and its head in the direction of the fall. Any models lying under the template are automatically hit.

    Any models caught by the falling Giant must roll equal to or less than its Toughness or it is squashed and slain regardless of its armour or wounds total. Heroic characters may avoid being squashed if they roll equal to or less than their Initiative level, so in effect they get two chances to save.

    Once on the ground a Giant may get up in his following movement phase but may not otherwise move that turn. While on the ground a Giant may not attack, although he may defend himself after a fashion so the enemy must still roll to hit him. If forced to flee while on the ground the Giant is slain - the enemy swarm over him and cut him to pieces.

    Giant Special Attacks: Thump With Club: Most Giants carrya big axe or club. If they have no weapon, they simply use their fists. The Giant brings down his club with a sigle stroke. The target may be any model in base contact with the Giant, or any model adjacent to such a model - Giants have such a long reach they can choose their target.

    The target may attempt to avoid the blow by rolling equal to or less than its Initiative. If avoided there is no effect, otherwise the club causes D6 wounds with no armour save allowed. On the roll of a 6 the Giant inflicts 6 wounds and his blow is so powerful the club sticks in the ground and he must spend the following hand-to-hand phase pulling it free.

    Swing With Club: The Giant swings his club across the enemy's ranks. The Giant inflicts D6 S7 hits on the target unit, distributed among the models in the normal way. Work out damage and saves as normal.

    Stamp: The Giant raises his huge boot and stamps on a single model. Stamping only works on man-sized creatures. The enemy model must be touching the Giant's base and may attempt to avoid the boot by rolling equal to or less than its Initiative. If this roll is successful the target is unharmed, otherwise the victim takes D3 wounds with no armour save.

    Yell and Bawl: The Giant yells and bellows at his enemy. This is not pleasant. The terrible noise inflicts no casualties but the Giant automatically wins the combat regardless of casualties and the enemy must take a Break test with an additional -2 modifier.

    Jump Up and Down: This attack only works against victims that are man-sized. The Giant jumps up and down vigorously on to of the enemy unit. Before he starts to bounce the Giant must test to see whether he falls over. If he falls over work out where he falls and calculate casualties. Assuming he remains on his feet the Giant bounds up and down over the unit.

    The unit sustains 2D6 Strength 7 hits. Work out damage and saves as normal. Giants enjoy jumping up and down so much that he may get so excited that he won't stop. If a Giant jumps and down then at the start of his next hand-to-hand phase he must test against his Leadership to stop. If he rolls equal to or less than his Leadership then the Giant may stop jumping and can attack as the player wishes. Otherwise the Giant must jump up and down again, and must test to fall over beforehand.

    Pick Up: The Giant stoops down and selects a model from the enemy unit. As with stamping the target must be man-sized, so the Giant can pick it up with one hand. When the Giant picks up his victim the enemy model may make one attack. This is an extra attack and takes place out of the normal sequence to represent the victim trying to struggle free of the Giant's grasp. Work out the victim's attack as normal. If the victim successfully wounds the Giant it lets go, and the victim tumbles back into his unit. The Giant withdraws his hand and cries out with anger, but causes no damage this turn. Assuming the victim fails to inflict a wound on the Giant, roll a D6 to determine what the Giant does next.
  6. Squash. This doesn't really bear thinking about too closely. Suffice to say the model becomes a casualty and is removed from the game.


  7. Throw Back into Unit. The victim is thrown back into his unit like a living missile. This causes a Strength 5 hit on the trown model and D6 Strength 3 hits on the remainder of the unit.


  8. Hurl. The Giant chooses any enemy unit within 12" and hurls the unfortunate victim into it. This causes a Strength 5 hit to the thrown model and D6 Strength 3 hits on the remainder of the unit.


  9. Eat. Giants are always hungry and will eat anything. The Giant gobbles up the poor victim in the following hand-to-hand phase. The Giant does not attack in the next hand-to-hand phase as he is too busy eating. If the enemy is beaten this turn the Giant will not pursue as he is to preoccupied.


  10. Stuff into Bag. The Giant stuffs the victim into his bag along with the assorted sheep, cows, and other plunder he's already collected. The model is effectively a casualty, but should the Giant be slain any captives are automatically freed.


  11. Pick Another. The Giant stuffs the victim hurriedly into his bag or under his shirtand picks up another victim. Choose another victim and make another Pick Up attack. If the Giant rolls a succession of 6's it is possible to make several Pick Up-type attacks in the same turn, amassing a collection of trapped models in his pockets and bags. Trapped models are casualties, but should the Giant be slain any captives are released.


Head Butt: This attack only works against large sized targets and not on creatures which are merely man-sized. The Giant head butts his enemy. This causes a single Strength 7 hit which is worked out as normal. If the victim is wounded but not slain, he is knocked out immediately and spends his entire next turn unconscious. While unconscious the target may do nothing and any hand-to-hand combat hits struck against it will automatically hit.


Giant Scorpion

The Giant Scorpion has a shiny armoured shell and chitinous claws with saw edges and knife-like bristles. Its most deadly weapon is its venomous sting.
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Pincer Attack: The Giant Scorpion attacks with its 2 pincers. If both pincers hit, then they have grabbed hold of their target and the Giant Scorpion brings its tail down to sting its victim. Where both attacks hit, both hits are resolved at double normal Strength. If only 1 hit is scored this is resolved at the normal Strength of 5.

Fear: Giant Scorpions are horrible and cause fear.

Chitinous Armour: A Giant Scorpion's body is protected by thick plates of chitin. These act just like layers of armour and give the Giant Scropion an armour saving throw of 4+.

Bound Monster: The Giant Scorpion is a bound monster.


Gigantic Spider

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Fear: Gigantic Spiders cause fear.

Move: Spiders have eight hairy legs which enable them to move over obstacles and rough terrain. To represent this spiders are not slowed down by crossing difficult ground or obstacles.

Chitinous Armour: A Gigantic spider's body is protected by thick plates of chitin which give the spider an armour saving throw of 4+.

Bound Monster: The Gigantic Spider is a bound monster.


Gorgon

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Petrify: The gaze of the Gorgon can petrify its opponents, turning them to stone and slaying them. The Gorgon may use its gaze in the shooting phase. This has a range of 8" and can be used against one model that the Gorgon can see.

The target can try and avoid being turned to stone by looking aside quickly. To do this, the model must roll less than its Initiative, or else be turned to stone. On a roll of 6 the target is always affected, even if its Initiative is 6 or more.

Fear: The Gorgon causes fear.


Great Eagles

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Fly: Eagles can fly up to 24".


Great Taurus

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Fly: The Great Taurus has huge wings and can fly.

Terror: The Great Taurus causes terror.

Fiery Skin: The Great Taurus's hid glow red hot and flickers with sparks, and therefore has an armour saving throw of 4+.

Fiery Breath: The Great Taurus can breathe flames over its enemy. Use the teardrop-shaped template and place the narrow end at the mouth of the Great Taurus and the broad end over the target. Any model lying under the template is hit on a 4+. Each model hit suffers a single Strength 3 attack. Damage and saving throws are worked out normally. In addition, it is possible to set buildings on fire and to cause extra damage to targets which burn easily such as Treemen and Mummies.
Griffon

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Fly: The Griffon has great wings and can fly up to 24".

Terror: The Griffon causes terror.

Bound Monster: The Griffon is a bound monster.


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