TEXT: STORM OF MAGIC: BESTIARY 
  Compiled by Dave “StyrofoamKing” Joria 
  POSITIONING 
   Non-player models must be placed within 6" of a randomly determined board corner and they will 
  remain within 2" of another member of their group (if any) at all times. They must be placed (and 
  will remain, unless their description indicates otherwise) at ground level in the open. If a certain 
  player caused the models to appear (e.g. by rolling a random encounter) he places them, but note 
  that they cannot initially be placed within 12" of any warband models.  
   
  MONSTER TURN  
  All non-warband creatures have a turn of their own. This includes all models that are not under the 
  control of any player. Unless there has already been a separate monster turn installed, roll 1D6: on a 
  roll of 1-3, the Monster‟s turn is immediately before the current player‟s turn. On a roll of 4-6, the 
  monster‟s turn is immediately AFTER the current player‟s turn. Note that the monster do not form 
  a warband of their own and do not have to make Rout or All alone tests.  
   
  MOVEMENT  
  Non-player models will always travel as quickly as possible (without running) towards the nearest 
  visible warband model and charge them when possible. Note that charging models will engage as 
  many warband members as they can reach, ganging up if some of them can‟t reach different models. 
  However, they will never climb the sides of a building to get to a warband member. If no warband 
  models are visible then the nonplayer model will make its approach towards the nearest other non-
  player model as quickly as possible. If no models are visible the nonplayer model moves in a 
  direction determined by a roll on the scatter dice.  
   
  CLOSE COMBAT  
  The non-player models will divide their attacks evenly among all enemies in base contact. 
  Randomize targets when necessary.  
   
  DETERMINING MONSTERS 
  When determining which monster appears, there are four separate charts, divided up by strength. 
  When rolling for monsters that appears as a result of Random Events, roll on the “Call of the Wild” 
  chart. 
   
   
  CALL OF THE WILD CHART 
  1D6 Result 
  1-2 
  Lower Monster Chart 
  3-5 
  Moderate Monster Chart 
  6-8 
  Large Monster Chart 
  9+ 
  Enormous Monster 
   
  When rolling on the Call of the Wild Chart: 
  -For each warband with a rating between 150-299, add +1 to the result. 
  -For each warband with a rating 300+, add +2 to the result. 
   
  
  Ex. Three players with ratings of 120, 134, and 154 play.  Because one of the players has a rating between 150 and 
  299, they add a total of +1. 
  Ex2.  Four players with ratings 160, 220, 305, and 350 play a game.  They add +1 for each player with a rating 
  between 150 and 299 (so, +2), and +2 for each player with a rating between 150 and 299 (so, +4). They add a 
  total of +6. 
   
  SPECIALITY 
  Monsters are described in two different ways: as broad types, and Specialties. Specialties are 
  completely optional, although they are highly recommended as they add a specific flavor to an 
  otherwise generic creature.  As for which Specialty is chosen, you may amongst your group whether 
  it is chosen by the player that triggered it, determined by which models you have in your possession, 
  or completely randomly.  The only restriction is that if you CHOOSE the Specialty, you cannot pick 
  the same Specialty of Monster two games in a row- you must either pick a different monster in the 
  next game, or go a game without picking that monster. 
   
   
   
   
   
  LOWER MONSTERS 
  Roll 1D6 
  Result 
  1 
  Roll again on the Table. The maximum number of animals for that type appears. 
  2 
  1D3+3 Small Animals 
  3 
  1D6 Strong Animals 
  4 
  1D6 Lesser Spirits 
  5 
  You may pick which result 2-4 that you prefer. 
  6 
  The opponent of your choice may pick whichever result he prefers. 
   
  1D3+3 SMALL ANIMALS 
   
  M WS BS S T W I A LD 
  Small Animal 6 
  2 
  - 
  3 3 
  1 
  4 1 
  4 
  Small Animal Special Rules:  
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
  Highly Insignificant:  These animals count as half a model for both rout tests AND for the limit 
  of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 
  normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.) 
  Pack Mind – when an opponent successfully casts a Binding Spell against one of the above animals, 
  all animals in the same group that showed up also falls under the spell.  Thus, to successfully gain 
  control of one Cave Squig (in a group of 5) is to gain control of 5 creatures.  They each take up a 
  separate spot in your warband maximum size, and all pass or fail bound monster tests as a group. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Giant Rats   Special Rules 
  Stats: As above. 
   
  
  Monkey  Special Rules 
  Stats: As above, but with BS 3 and T2. 
  Weapons:  The Monkey fights weaponless in hand to hand combat without penalty. Also, he may 
  throw Improvised Missiles at opponents in the Shooting Phase (treat as „Belaying Pins‟- Range: 6”. 
  No penalty for throwing over half range. S2. May not be looted or given to another warrior.) 
  Go‘fer!:  Monkeys can be very useful at picking up small items. They may pick up any Valuable or 
  Wyrdstone shard, although they may only carry one at a time. They may not carry heavy objects 
  (Cargo, Treasure Chests, ladders), nor may they search buildings for hidden items. As they can only 
  carry one such item at a time, they must hand it off to warrior in your warband before they can fetch 
  and carry another item. Neither the monkey nor the handed-off hero receives Experience for the 
  Shard/Valuable found. 
  Climbers:  Monkeys are brilliant climbers, and count as having the Speed Skills „Scale Sheer 
  Surfaces‟ and „Acrobat.‟ 
   
  Viper – Special Rules 
  Stats: As above, but with M3 and T2. 
  Poison: Should a Viper roll a 6 to hit, the attack automatically wounds with no armour save. Any 
  other successful hit result on a target susceptible to poison will suffer a S4 hit. If the creature is 
  immune to poison then treat the attack as S2. 
  Coiled and Ready: A Viper is not easily caught unaware. A Viper has Lightning Reflexes. 
  Cold Blooded: A viper rolls 3D6 for Leadership, taking the lowest two dice. 
   
  Scorpions, Spiders & Insects – Special Rules 
  Stats: As above, but with M7, S2 and T2. 
  Poisonous sting*: Scorpions attack using the poisonous sting in their tails. This attack is worked 
  out exactly as if the scorpion was attacking with Black Lotus as explained on page 52 of the 
  Mordheim Rulebook. 
   
  Giant Bats  -Special Rules 
  Stats:  As above, with M8. 
  Fly – May ignore terrain and climbing roles when moving. 
   
  Birds – Special Rules  
  Stats:  As above, with S2 and T2. 
  Fly: May fly up to 12" anywhere on the table. This is not doubled when running or charging. 
  Small: All models attacking a bird suffer -1 to hit, both with missiles and hand to hand attack. 
   
  1D6 STRONG ANIMALS 
   
  M WS BS S T W I A LD 
  Strong Animals 6 
  4 
  - 
  4 3 1 
  4 1 
  5 
  Strong Animal Special Rules:  
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  
  Wardogs   Special Rules 
  Stats: As above. 
   
  Wolves – Special Rules 
  Stats: As above, with M9 and S3. 
   
  Wild Boar – Special Rules 
  Stats: As above, with S3 and T4. 
  Ferocious Charge: Wild Boars attack with +1 Strength when charging, due to their bulk.. 
  Thick Skin: Their thick skin and matted fur makes them hard to wound. Wild Boars have an 
  armour save of 6+. 
   
  Cold One Beasthounds - Special Rules 
  Stats: As above, with T4 and I1. 
  Stupidity: Cold One Beasthounds suffer Stupidity. 
  Scaly Skin: Cold One Beasthounds have tough scaly skin, and are considered to have a 6+ armour 
  save. This save cannot be modified beyond 6 due to strength modifiers but any result of “no save” 
  on the injury chart will negate the unmodified 6+ save. 
  Fear: Cold One Beasthounds cause Fear. 
   
  Jungle Cat  Special Rules 
  Stats: As above, but with M7 and S3. 
  Climb: Cats are have claws that let them climb better than normal warriors. He may reroll any 
  attempts to climb and jump. 
  Pounce: If a Cat charges and successfully hits his opponent, he may make a second free attack this 
  turn, rolling to hit as normal. He may only gain one free attack in this way per charge.  If the charge 
  is a Diving Charge, he ALWAYS gains 2 Attacks, whether or not the first attack hit. 
   
  Giant Spiders - Special Rules 
  Stats:  As above, but with M7. 
  Poisoned Attack: Giant Spider attacks are poisoned – attacks are considered as strength 4, but this 
  will not modify any armour saves. If the model is immune to poison, the attack counts as S3. 
  Wall Walk: Giant Spiders may walk up and down walls without making Initiative tests. They may 
  only jump up to 2" across or down, but this does count as a diving charge.  
   
  1D6 LESSER SPIRITS 
   
  M WS BS S T W I A LD 
  Lesser Spirits 4 
  3 
  0 
  3 2 
  1 
  3 1 
  10 
  Lesser Spirit Special Rules: 
  Unliving: Spirits do not count as living creatures. 
  Magical: Spirits are not made of living flesh but the eternal and unchanging forces of Magic. 
  Therefore they never gain Experience. 
  Immune to Poison: Spirits are totally immune to all poisons and diseases. 
  Immune to Psychology: Spirits do not know the concept of fear. They automatically pass any 
  Leadership-based test they are required to take. 
  Magical Aura: Due to the magical, intangible nature of Spirits they have a special Armour save of 
  5+. This is modified by the Strength of the attack as normal and is completely negated by magic 
  
  weapons and spells. Spirits attacks are also considered as magical- they suffer no penalty for 
  attacking unarmed. 
  Magical Instability: Spirits are bound to the world by Dark Sorcery that is highly volatile and 
  unstable. If taken out of action a Spirit is banished and effectively destroyed on a D6 roll of 1-3 (do 
  not roll for injury).  
   
  Specialty:  You may either pick a Spirit type from the following, or roll randomly. 
   
  Nurgling - Special Rules 
  Stats:  As above. 
  Daemons: Nurglings count as Daemons. 
  Fear: Nurglings cause fear. 
  Cloud of Flies: Nurglings are surrounded by a cloud of flies, which buzz around them and their 
  combat opponent. They do not affect the Nurglings but distract foes by buzzing into eyes, nostrils 
  and mouths. A Nurgling‟s close combat opponent suffers a -1 to hit modifier on all attacks. 
   
  Blue Horror - Special Rules 
  The lowliest daemonic minion of Tchar, is yet the most apt to describe the Changer’s abilities. For what a horror seems 
  to be one second can be consumed and altered without a conscious aim or whim from the creature itself. Horrors are 
  madness personified. 
  Stats: As above, with WS2. 
  Daemons: Horrors count as Daemons. 
  Fear: Horrors cause fear. 
  Fire of Tzeentch: Horrors can unleash the magical power of their creator. Roll 2D6 in their 
  shooting phase: on a result of 6+ the nearest enemy model within 12” is hit with a Strength of 1. If 
  the Horror is engaged in close combat the Fire targets one random opponent inbase contact. This 
  counts as a form of spell. 
   
  Spite – Special Rules 
  Stats:  As above, except with I5 . His move is 3D6”. This is not doubled when charging or running. 
  Fey Quickness: The Spite has his Magical Save increased to 4+ instead of 5+. 
  Flitter:  If the Spite is in combat, he may, during his movement phase, may take an Initiative test. If 
  successful, he may flee 3D6” out of combat. This counts as the model‟s move this turn. If he fails 
  the Initiative test, his opponent may gain a free attack against the Spite in the Combat Phase that 
  automatically hits. 
   
  Spectres – Special Rules 
  Stats:  As above, but with Movement 8. 
  Undead: Spectres are ethereal Undead creatures. 
  Fear: Spectres cause fear. 
  Slow & Steady: Spectres do not double their move when running or charging. 
  Ethereal: Spectres automatically pass all climbing tests and ignore all terrain penalties. Also, they 
  may move through terrain and friendly models- it must end its turn in free space, not in the middle 
  of a model or a terrain piece. 
   
  
  Sucubi – Special Rules 
  The smallest servants of the Daemon Prince Slaanesh. They beguile and tease mortals like flight fairies, but have far 
  darker intentions. 
  Stats: As above, but with M5 and Initiative 6. 
  Allure:  Any model that wishes to charge a Succubus must first pass a Leadership test. If failed, the 
  model may not charge.  Likewise, if the model is charged by a Succubus, he must pass a Leadership 
  test, otherwise he only hits on a natural roll of 6- this affect only lasts the first round of combat. 
  Models that are Immune to Psychology are unaffected by Allure. 
   
  Spawnlings – Special Rules 
  Spawnlings are the essence of Chaos Undivided- they are the random thoughts and echoes of Lesser 
  Gods, given thought and substance for brief moments. 
  Stats: The same as above, except his Movement counts as 2D6. This is not doubled when he charges 
  or runs. 
  Undefined: Every turn that a Spawnling makes a successful hit in hand to hand combat, roll 1D6: on 
  a roll of 1-2, he is at S2 this turn. On a 3-4, it stays at S3. On a 5-6, he counts as S4.  Roll every 
  combat phase, and every time the Spawnling is forced to take a Strength test. 
  Raw Force: If the Spawnling charges, he deals 1D3 attacks in the first round of combat instead of 1. 
   
   
  Medium Monsters 
  1 
  1D3 Spirits 
  2 
  1 Massive Animal 
  3 
  1Centauroid 
  4 
  1 Flying Beast 
  5 
  You may pick which result 1-4 that you prefer. 
  6 
  The opponent of your choice may pick whichever result he prefers. 
   
  1D3 SPIRITS 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Spirit 
  4 
  4 
  0 
  4 
  3 
  1 
  4 2 
  8 
  Spirit Special Rules: 
  Fear: All spirits cause Fear. 
  Unliving: Spirits do not count as living creatures. 
  Magical: Spirits are not made of living flesh but the eternal and unchanging forces of Magic. 
  Therefore they never gain Experience. 
  Immune to Poison: Spirits are totally immune to all poisons and diseases. 
  Immune to Psychology: Spirits do not know the concept of fear. They automatically pass any 
  Leadership-based test they are required to take. 
  Magical Aura: Due to the magical, intangible nature of Spirits they have a special Armour save of 
  5+. This is modified by the Strength of the attack as normal and is completely negated by magic 
  weapons and spells. Spirits attacks are also considered as magical- they suffer no penalty for 
  attacking unarmed. 
  Magical Instability: Spirits are bound to the world by Dark Sorcery that is highly volatile and 
  unstable. If taken out of action a Spirit is banished and effectively destroyed on a D6 roll of 1-3 (do 
  not roll for injury).  
  
   
  Specialty:  You may either pick a Spirit type from the following, or roll randomly. 
   
  Plague Bearer – Special Rules 
  Stats: As above, but with T4. 
  Daemonic: Plaguebearers count as Daemons.  
  Cloud of Flies: A Plaguebearer‟s close combat opponent suffers a –1 „to hit‟ modifier caused by 
  flies that buzz into mouth, eyes and nostrils. 
   
  Daemonette -  Special Rules 
  Stats:  As above, but with M5 and I5. 
  Daemonic: Daemonettes count as Daemons.  
  Aura of Slaanesh: Daemonettes are surrounded by a near-tangible aura of seduction and 
  acquiescence, distracting their foes. Any close combat opponent reduces his Ld by –1 (to a 
  minimum of 2). This includes Fear tests. 
  Armor Piercing:  All attacks from a Fiend of Slaanesh grant an extra -1 to Armor Saving Throws. 
   
  Pink Horror Special Rules 
  The lowliest daemonic minion of Tchar, is yet the most apt to describe the Changer’s abilities. For what 
  a horror seems to be one second can be consumed and altered without a conscious aim or whim from 
  the creature itself. Horrors are madness personified. 
  Stats: As above, but with WS3, S3, A1. 
  Daemonic: Horrors count as Daemons.  
  Flames of Tzeentch: Horrors can unleash the magical power of their creator. Roll 2D6 in their 
  shooting phase: on a result of 6+ the nearest model within 12” is hit with a Strength of 3. If the 
  Horror is engaged in close combat the Flame targets one random opponent in base contact. This 
  counts as a form of spell. 
   
  Banshee Special Rules 
  Stats:  As follows 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Banshee 
  8 
  3 
  0 
  3 
  4 
  3 
  3 2 
  8 
  Rare:  If you choose/roll Banshee as a type, only 1 will appear, not 1D3. 
  Undead: Spectres are ethereal Undead creatures. 
  Slow & Steady: Spectres do not double their move when running or charging. 
  Ethereal: Spectres automatically pass all climbing tests and ignore all terrain penalties. Also, they 
  may move through terrain and friendly models- it must end its turn in free space, not in the middle 
  of a model or a terrain piece. 
  Ethereal Save: Her spirit save is at 4+ instead of 5+. 
  Banshee’s Cry: During her shooting phase, the Banshee may attack the closest enemy within 8”.  
  Roll 2D6 and subtract the target‟s Leadership: that is the attack‟s Strength. (Ex. If you hit a 
  Leadership 7 model and roll a 9, it‟s a S2 hit.) If the result is a 0 or less, the attack has missed.This 
  may be used while in combat, in which case it will hit one of the models she is in combat with. 
  Fade Away: The banshee is immune to any spells or effects that automatically knock down or stun 
  a model. However, if she is successfully reduced below 1 wound and would otherwise roll on the 
  Injury table, she is automatically taken out of action. Roll for injury as normal. 
   
  
  Dryad -  Special Rules 
  Stats: As above, except with M5, T4, and I6. 
  Woodland Dweller: No penalty for moving through wooded terrain. 
   
  Furies – Special Rules 
  Stats: As Above. 
  Flight: A Fury may fly 12” during its Movement phase. This is not doubled when running or 
  charging. 
   
  1 MASSIVE ANIMAL 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Massive Animal 
  6 
  4 
  0 
  4 
  4 
  2 
  4 2 
  6 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
  Fear: Massive Animals are terrifying creatures, and cause Fear. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Werebeast – Special Rules  
  Stats: As Above.  
  Bestial: Werebeasts are ravenous and therefore immune to psychology.  
  Powerful: This animal increases your rating by +20 (instead of the normal +5). 
  Scramble: Werebeasts are humanoid enough that they can open doors and climb… not without 
  some amount of difficulty, mind you! 
   
  Bear -  Special Rules:  
  Stats:  As follows: 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  1 Trained Bear 
  6 
  3 
  - 
  5 
  5 
  2 
  2 2 
  6 
  Powerful: This animal increases your rating by +20 (instead of the normal +5). 
  Bear Hug: If the Bear hits the same enemy warrior with both of his attacks in the same round of 
  combat, the player may choose to make a single „Bear Hug‟ attack instead of resolving the attacks 
  normally. If this option is chosen, each player must roll a D6 and add his model‟s Strength to the 
  roll. If the Bear‟s total is higher or the totals are equal, the opposing warrior takes a single automatic 
  wound with no armour save allowed. If the enemy warrior‟s total is higher, the warrior has broken 
  the Bear‟s hold and suffers no damage from the attack. 
   
  Sabretusk – Special Rules:  
  Stats: Same as above, but with M8 and A3. 
  Feral Instinct: If a caster binds a Sabretusk and fails the Leadership test to control him, a random 
  opponent may move the Sabretusk this turn. An uncontrolled Sabretusk may charge models from 
  his own warband!  
  Powerful: This animal increases your rating by +20 (instead of the normal +5). 
   
  
  Cold Ones Special Rules 
  Stats: Same as above, but with M8, WS3, and I1. 
  Scaly skin: Natural armour save 5+.  
  Cold-blooded: Uses 3D6 for each Leadership, ignoring the highest die. 
  Stupidity: Cold Ones suffer stupidity. This is ignored if you are taking Bound Monster tests. 
   
  Giant Frog Special Rules 
  Stats: Same as above, but with T3. 
  Hop: A Giant Frog may jump up and down large heights. Treat this as the skill “Scale Sheer 
  Surfaces” (although, technically, he‟s jumping and not scaling.) 
  Tongue Strike – The Giant Frog may lash out at a model up to 6" away with its tongue for a single 
  Strength 3 hit. He uses this during his shooting phase. 
  Powerful: This animal increases your rating by +20 (instead of the normal +5). 
   
  Possessed Special Rules 
  Stats:  Same as above, but with M5 and Ld7.  
  Mutations: Possessed may start with a mutation. Roll 1D6: 1 - No mutation.  2 - Cursed Soul: 
  Ignores Prayers on a 1D6 roll of 4+ (spells and scrolls affect his as normal). 3-4 Extra Arm: +1 
  Attack. 5-6 Tentacles: -1 Enemy attack. 
  Powerful: This animal increases your rating by +20 (instead of the normal +5). 
  Scramble: Possessed are humanoid enough that they can open doors and climb… not without 
  some amount of difficulty, mind you! 
   
  1 CENTAUROID 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Centauroid 
  8 
  4 
  3 
  4 
  3 
  1 
  3 1+1 7 
  Centauroid Special Rules:   
  Opposable Thumbs: Centauroids have hands and are able to grasp weapons. 
  Mount-like: Centauroids are not mounts, but behave slightly like them.  They cannot go into 
  buildings (unless the entire scenario is underground). They cannot climb. Also, if they charge, they 
  receive +1 S in the first round of combat. 
  Stomp: A Centauroid has a stomp attack, in addition to its normal weapon attack. The Stomp attack 
  suffers no penalty for being unarmed.  
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Centaur – Special Rules 
  Shamed by their unsightly appearance, centauroid mutants isolate themselves within the darkest recesses of the forests 
  in Norsca and the Wastes, periodically collaborating with northern tribes raiding on the Steppes. Of mutations, 
  Centaurs have been plagued with a kind that cannot be concealed. Afflicted or born with the torso of human or elf 
  married to the body of an animal. These creatures neither man or beast nor both, prey on lonesome travellers and the 
  meek. Lacking true skill in craft they will resort to murder and looting the food stores of small communities.  
  Stats: Same as above. 
  Equipment: Spear and shield. 
  Drunken: Chaos Centaurs are renowned among the northern tribes for their habitual need to 
  consume alcohol by the barrel, working themselves up into a drunken frenzy. Roll 1D6 at the start 
  of each turn. On a roll of 1, until your next turn, treat the model as if he failed a stupidity test.  On a 
  
  roll of 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. While 
  subject to both stupidity and frenzy they are immune to all other forms of psychology.  This is taken 
  after the  
  Woodland Dwelling: For most of their lives centauroid mutants prowl the murky depths of 
  forests. They suffer no movement penalties for other moving through wooded areas.  
   
  Zoat - Special Rules 
  Stats: As follows 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Zoat 
  7 
  5 
  3 
  4 
  4 
  3 
  5 1+1 10 
  Weapons/Armor: A mace. 
  Cold Blooded: For any Leadership test, the Zoat rolls 3D6 and discards the highest result. 
  Scaly Skin: Has a natural save of 5+. This cannot be reduced below 6+ by Strength modifiers, but 
  any result of "no save" on the injury chart will negate this 6+ save. A shields adds +1 to the save. 
  Large: It suffers +1 to hit against missiles, cannot go in doors, and counts as a 'Large' Model 
  (making him +20 rating).  
  Jungle born: All Zoats can move through jungle terrain without penalty. 
   
  Centigor – Special Rules 
  Stats: Same as above, but with T4 and I2. 
  Equipment: Spear and shield. 
  Drunken: Chaos Centigors are renowned among the northern tribes for their habitual need to 
  consume alcohol by the barrel, working themselves up into a drunken frenzy. Roll 1D6 at the start 
  of each turn. On a roll of 1, until your next turn, treat the model as if he failed a stupidity test.  On a 
  roll of 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. While 
  subject to both stupidity and frenzy they are immune to all other forms of psychology.  This is taken 
  after the  
  Woodland Dwelling: For most of their lives centauroid mutants prowl the murky depths of 
  forests. They suffer no movement penalties for other moving through wooded areas.  
   
  Bull Centaur – Special Rules 
  Stats: Same as above, but with T4 and Ld 9. 
  Equipment: Axe and shield. 
  Dwarf: As a Dwarf, he has the rules Thick Head (Ignores Concussion) and Hard to Kill (treats an 
  Injury roll of 3-5 as stunned.) 
   
  1 FLYING BEAST 
   
  M 
  WS BS S 
  T 
  W I A 
  LD 
  Flying Beast 
  1 
  3 
  0 
  4 
  4 
  2 3 
  2 
  5 
  Flying Beast Special Rules 
  Fly: May fly up to 12" anywhere on the table. This is not doubled when running or charging. 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  
  Carrion – Special Rules 
  Stats: As above. 
  Fear: Carrions are undead horrors. They cause fear. 
  Undead: The Carrion is an Undead bird. It causes Fear and is Immune to Psychology and Poison.  
  It may be stunned as normal. 
   
  Fell Bat – Special Rules 
  Stats: As above, except with S3, T3, and Ld6. 
  Fear: A Fell Bat causes fear. 
  Undead: The Fell Bat is an Undead creature. It causes Fear and is Immune to Psychology and 
  Poison.  It may be stunned as normal. 
  Night Hunter: Due to its massive ears and cursed eyes, the Fell Bat can spot even the most well 
  hidden foes.  It can detect and attempt to charge all models within 12” of it, ignoring Darkness and 
  Hiding.  This does not actually reveal hidden models, so if the Fell Bat does not charge it, other 
  friendly models still count the hidden model as hidden. 
   
  Pegasus 
  Stats: As above, except with M8, I4 and Ld7. 
   
  Terradon 
  Stats: As above, but with T3, I2, and Ld4. 
  Cold Blooded: For any Leadership test, the Terradon rolls 3D6 and discards the highest result. 
  Hit and Run: The warrior may make a Leadership Test at the end of any Hand-to-Hand phase 
  (pirate‟s or enemy‟s turn) if he is still in base contact with any enemy models. If he passes he may 
  may move 12” away from the enemy (he may not run or charge), without the enemy striking any 
  blows on him. If he fails the test he remains in combat and must fight as normal in the following 
  turn. He may not use a Leader‟s Leadership, but must his own. 
   
  Warhawk – Special Rules 
  Stats: As above, but with WS4, T3, and I5. 
  Hit and Run: The warrior may make a Leadership Test at the end of any Hand-to-Hand phase 
  (pirate‟s or enemy‟s turn) if he is still in base contact with any enemy models. If he passes he may 
  may move 12” away from the enemy (he may not run or charge), without the enemy striking any 
  blows on him. If he fails the test he remains in combat and must fight as normal in the following 
  turn. He may not use a Leader‟s Leadership, but must his own. 
   
  Harpy 
  Stats: As above, but with M4, WS4, and I2 
   
  
   
  Giant Monsters 
  1 
  1 Ogroid 
  2 
  1 Hulk 
  3 
  1Huge Beast 
  4 
  1 Greater Spirit 
  5 
  You may pick which result 1-4 that you prefer. 
  6 
  The opponent of your choice may pick whichever result he prefers. 
   
  1 OGROID 
  ANIMAL 
  M WS BS S T W I A LD 
  Ogroid 
  6 
  3 
  2 
  4 4 3 
  3 2 
  7 
  Ogroid Special Rules 
  Fear: Ogroids cause Fear. 
  Large: Ogroids are large models. They can be targeted by missile fire even when they are not the 
  closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to your 
  warband rating instead of +5. 
  Opposable Thumbs: Ogroids have hands and are able to grasp weapons. 
  Servitude: Based on their animal natural or the nature of the magic binding them, an Ogroid may 
  not gain experience. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Ogre Slave – Special Rules 
  Stats: As above. 
  Equipment: Double-handed weapon. 
   
  Minotaur – Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS BS S T W I A LD 
  Minotaur 
  6 
  4 
  3 
  4 4 3 
  4 3 
  8 
  Equipment: Double Handed Weapon. 
  Bloodgreed: If a Minotaur puts all of its enemies out of action in hand-to-hand combat  it becomes 
  frenzied on a D6 roll of 4+. 
   
  Kroxigor – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Kroxigor 
  6 
  3 
  0 
  5 4 3 
  1 3 
  8 
  Equipment:  A halberd. 
  Scaly skin: Kroxigor has a natural save of 4+. 
  Aquatic: Kroxigor may move through water with no penalty, and count as being in cover whilst in 
  water. 
  
  Ushabti – Special Rules 
  Stats: As follows: 
  ANIMAL 
  M WS BS S T W I A LD 
  Ushabti 
  5 
  4 
  2 
  4 4 
  3 
  3 3 
  8 
  Equipment: Double Handed Weapon. 
  Undead: The Ushabti is Immune to Psychology, Immune to Poison, Cannot Run, and suffers No 
  Pain (treats stunned as Knocked Down.) 
   
  Yhetee – Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS BS S T W I A LD 
  Yhetee 
  7 
  3 
  0 
  5 4 
  3 
  4 2 
  7 
  Equipment: Two icicles that never freeze. These count as daggers, but as count as magical weapons 
  (thus, will ignore Daemon/Spirit saves, etc.) 
  Aura of Frost: All living models, friend or foe, in base contact with a Yhetee are at -1 to hit in 
  combat. This has no effect on non-living (daemons, undead, spirits), Norse, Yhetee, or Chaos 
  Marauders. 
  Scale Terrain: The Yhetee automatically passes any climbing tests he is required to take. 
   
  Fiana Fimir – Special Rules 
  Stats: As below; 
  ANIMAL 
  M WS BS S T W I A LD 
  Fiana Fimir 
  4 
  5 
  3 
  5 5 2 
  4 2 
  6 
  Equipment: A Fimm has a double-handed weapon. 
  Tail Lash: The Fimm has a mace like tail that makes ganging up on him very difficult. Treat it as if 
  he has the skill Combat Master (gains +1 Attack if he is in combat with more than 1 model, Ignores 
  All Alone.) All attacks from the tail are treated as a club attack. 
  Bog Dweller: The Fimm ignores all movement penalties for bog and river terrain (but not ocean 
  terrain.) He does NOT count as Aquatic. He also ignores any visual penalties for Fog or Mist. 
   
  1 HULK 
  ANIMAL 
  M WS BS S T W I A LD 
  Hulk 
  6 
  3 
  0 
  5 4 3 
  1 3 
  4 
  Hulk Special Rules 
  Fear: Hulks cause Fear. 
  Large: Hulks are large models. They can be targeted by missile fire even when they are not the 
  closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to your 
  warband rating instead of +5. 
  Tooth & Claw: Hulks use a combination of improvised weapons and claws in order to attack. They 
  receive no penalty for attacking unarmed, and may not use weapons. 
  Bipedal:  Hulks may climb as if they are warriors, rather than as animals. 
   
  
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Troll – Special Rules 
  Stats: As above. 
  Stupidity: A Troll is subject to the rules for stupidity. 
  Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an 
  enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is 
  ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based 
  magic. Trolls never roll for Injury after a battle.  
  Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience. 
  Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of 
  food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 
  15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the 
  upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food 
  (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll 
  gets hungry and wanders off in search of food. 
  Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive 
  juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically 
  hits with a Strength of 5 and ignores armour saves. 
   
  River Troll – Special Rules 
  Stats: As above. 
  Stupidity: A Troll is subject to the rules for stupidity. 
  Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an 
  enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is 
  ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based 
  magic. Trolls never roll for Injury after a battle.  
  Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience. 
  Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of 
  food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 
  15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the 
  upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food 
  (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll 
  gets hungry and wanders off in search of food. 
  Aquatic:  A River Troll suffers no penalty for moving through water, and may use water as cover. 
  Slimy:  All models attempting to attack the River Troll in hand to hand combat suffer -1 to hit. 
   
  Rat Ogre Special Rules 
  Stats:  Same as above, but with T5 and I4. 
  Stupidity: A Rat Ogre is subject to stupidity unless a friendly Hero is within 6" of it. 
   
  Living Statues – Special Rules (from the Celestial Dog from Border Town Burning) 
  Stat: As below. 
  ANIMAL 
  M WS BS S T W I A LD 
  Living Statue 
  6 
  5 
  0 
  5 5 3 
  3 3 
  8 
  Save: Because of their stone-like skin, Living Statues have an Armour save of 5+ that is not 
  modified by the strength of attacks against it (or by other save modifiers). 
  
  Ferocious Charge: Living Statues attack with +1 Strength when charging, due to their bulk.. 
  Magical attacks: All attacks from a Living Statue are considered to be magical in the same way as 
  the attacks of Daemons. 
  Immune to poison: Living Statues are not affected by poison. 
   
  Abomination Special Rules 
  Stats: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Abomination 
  4 
  3 
  0 
  4 5 3 
  2 3 
  5 
  Immune to Psychology: Abominations are not affected by psychology. 
  Immune to Poison: Abominations are immune to poisons. 
  No Pain: Abominations treat Stunned results as Knocked Down. 
  Fire BAD!: Any model armed with a Torch or Flaming Brazier causes fear against the Abomination. 
  This ignores both the rules „Immune to Psychology‟ and the fact that fear causing creatures are 
  immune to fear. This also applies to sustained fire spells (such as Sword of Rezhebel.) 
   
  Gorger – Special Rules 
  Stats: As follows. 
  ANIMAL 
  M WS BS S T W I A LD 
  Gorger 
  6 
  3 
  0 
  5 5 3 
  2 4 
  8 
  Ravenous: If an enemy model is within charge range of a Gorger, the Gorger must charge this turn, 
  ignoring all Psychology. Likewise, if a Bound Gorger is unbound, he will always charge the nearest 
  model.  A gorger will never flee or break from combat. 
  Always Hungry: A Gorger requires an upkeep cost. This upkeep represents the copious amounts 
  of food that must be fed to the Gorger in order to keep him loyal to the warband. The warband 
  must pay 15 gold crowns after every game in order to keep the Gorger. If the warband lacks the 
  gold to pay the upkeep, the Boss has the option of sacrificing two henchmen to the Gorger in lieu of 
  buying food (Gorgers eat nearly anything). If this fee is not paid (either in gold or in warband 
  members) the Gorger gets hungry and wanders off in search of food. 
   
  1 HUGE BEAST 
  ANIMAL 
  M WS BS S T W I A LD 
  Huge Beast 
  6 
  3 
  0 
  4 5 3 
  4 2 
  6 
  Large Animal Special Rules:  
  Fear: Large Animals cause Fear. 
  Large: Large Animals are large models. They can be targeted by missile fire even when they are not 
  the closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to 
  your warband rating instead of +5. 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  
  Chaos Spawn – Special Rules 
  Stats: As below 
  ANIMAL 
  M 
  WS BS S T W I A 
  LD 
  Chaos Spawn 
  2d6 3 
  0 
  4 5 3 
  2 1D6+1 10 
  Psychology: They are mindless creatures, knowing no fear of pain or death. Spawn automatically 
  pass any Leadership based test they are required to make. 
  Movement: The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It 
  does not double its movement for charging, instead if its movement takes it into contact with a 
  model it counts as charging and engages that model in close combat. 
  Attacks: Roll at the beginning of each Close Combat phase to determine the spawn‟s number of 
  Attacks for that phase. 
  Mutated: A Spawn is a mutated creature of Chaos. Anything that grants a bonus against Possessed 
  or Daemonic creatures also gains the same bonus against Spawns (ex. Sigmarite Warhammer). 
   
  Salamander Special Rules 
  Stats: As above. 
  Cold Blooded – The Salamander uses 3D6 for Leadership tests, and discards the highest dice. 
  Venom Spray – During his shooting phase, the creature may issue forth a cone of poison mist up 
  to 6" away hitting all models within 2" of target area with Strength 4.  Once fired, it takes a turn for 
  the Salamander to “reload”.  This counts as a missile and cannot be used while in hand to hand 
  combat. 
   
  Rhinox – Special Rules 
  Stats: As below: 
  ANIMAL 
  M WS BS S T W I A LD 
  Rhinox 
  7 
  3 
  0 
  5 5 2 
  2 3 
  5 
  Bad Tempered: A Rhinoxen has a temper shorter than a pygmy‟s thumb. If there is an enemy 
  model that is an eligible target for the Rhinox to charge during the Declare Charges part of the 
  Movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice 
  of models to charge, then the controlling player may choose freely between them.  
  Thunderous Charge: Even a single Rhinox in full charge is a terrifying sight, the ground itself 
  trembling as the cave-beast thunders into the ranks of their foe. On any turn when a Rhinox rider 
  charges more than 7", he causes D3 impact hits at the basic strength of the Rhinox. 
   
  Balewolf – Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS BS S T W I A 
  LD 
  Balewolf 
  5 
  4 
  0 
  5 5 3 
  4 2(3) 7 
  Forged by Chaos: A creation of Chaos; the Balewolf was born from some nefarious yet unknown 
  origin. The power of Chaos knits its form together when it is wounded and as such the Balewolf has 
  the ability to supernaturally heal itself. At the start of each of its turns roll a D6 if the Balewolf is 
  wounded. On a roll of 5+ one Wound is restored as its skin miraculous knits back together.  
  Flesh of Iron: The Balewolf ‟s skin is thicker than toughened leather, wholly capable of turning 
  aside blades and arrows alike. The Balewolf has an Armour save of 4+ which is reduced by the 
  Strength of the attack as normal.  
  
  Vicious Jaws: The Balewolf ‟s massive jaws are capable of crushing a man‟s body in two. The 
  Balewolf has an extra Attack from its jaws (as denoted in its profile) which is always its first attack. If 
  this attack hits, it causes a critical hit on a roll of 5 or 6.  
  Lycanthrope: The blood of the Balewolf contains a terrible and powerful curse. Any model taken 
  out of action from an attack from the Balewolf risks the taint of its dark blood (note that this only 
  affects man-sized creatures and non-mutants). After the battle, if the model survives the attack, roll a 
  D6. On a roll of a 6 any injuries the model is currently suffering are cured but they are now cursed! 
  In each subsequent battle whenever the cursed model is wounded they must take a Leadership test. 
  If they fail they transform horrifically before the eyes of their comrades into the Balewolf! The 
  model now has the same statline as the Balewolf. Any armour or equipment it was wearing is 
  destroyed and any weapons the model was carrying are lost but may be recovered after the battle. 
  The Balewolf will always charge the nearest model, friend or foe, if it can, otherwise it will move at 
  maximum speed towards them. It may try and restrain itself from attacking a comrade by taking a 
  test against his own Leadership (he may not use the leader‟s). If passed, the Balewolf will ignore 
  friendly models. Roll a D6 after the battle. On a roll of 2-6 the model returns to normal (albeit 
  without attire…) but still carries the curse. On a roll of 1, the Balewolf takes hold completely and in 
  his feral state disappears into the wilderness lost forever in myth and legend (remove from roster).  
  (Note: Or, if you group prefers, the afflicted model suffers the same rule as the Cursed Hillman Hired Sword.) 
   
  Razorgor - Special Rules 
  Stat: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Razorgor 
  7 
  3 
  0 
  5 5 3 
  2 4 
  6 
  Bad Tempered: Even Razorgor that have been broken have a temper shorter than a pygmy‟s 
  thumb. If there is an enemy model that is an eligible target for the Razogor to charge during the 
  Declare Charges part of the Movement phase, it must immediately pass a Leadership test or declare 
  a charge – if there is a choice of models to charge, then the controlling player may choose freely 
  between them.  
  Spines: At the start of any combat, any enemy models within base contact suffer a S1 hit. This 
  happens at the beginning of each combat turn, before blows are stuck. It cannot cause critical hits. 
   
  1 GREATER SPIRIT 
  ANIMAL 
  M WS BS S T W I A LD 
  Greater Spirit 
  5 
  4 
  0 
  4 4 
  3 
  4 2 
  7 
  Greater Spirit Special Rules: 
  Fear: All spirits cause Fear. 
  Large: All spirits count as Large. They can be targeted by missile fire even when they are not the 
  closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to your 
  warband rating instead of +5. 
  Unliving: Spirits do not count as living creatures. 
  Magical: Spirits are not made of living flesh but the eternal and unchanging forces of Magic. 
  Therefore they never gain Experience. 
  Immune to Poison: Spirits are totally immune to all poisons and diseases. 
  Immune to Psychology: Spirits do not know the concept of fear. They automatically pass any 
  Leadership-based test they are required to take. 
  Magical Aura: Due to the magical, intangible nature of Spirits they have a special Armour save of 
  5+. This is modified by the Strength of the attack as normal and is completely negated by magic 
  
  weapons and spells. Spirits attacks are also considered as magical- they suffer no penalty for 
  attacking unarmed. 
  Magical Instability: Spirits are bound to the world by Dark Sorcery that is highly volatile and 
  unstable. If taken out of action a Spirit is banished and effectively destroyed on a D6 roll of 1-3 (do 
  not roll for injury).  
   
  Specialty:  You may either pick a Spirit type from the following, or roll randomly. 
   
  Tree Spirit – Special Rules 
  Stats: As above. 
  Bark Skin:  The Tree Spirit receives a 4+ armor save against attacks. This replaces the Magical Save, 
  and will not be ignored from magical attacks. 
  Wood Spirit: The Spirit suffers no penalty for moving through wooded terrain. 
  Vulnerable to Fire: Any unsaved wounds against a Tree Spirit suffers not one but 2 wounds.  
   
  Daemon Prince Special Rules 
  Stat:  As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Daemon Prince 
  7 
  4 
  2 
  5 5 
  3 
  2 3 
  8 
  Weapons/Armour: Two huge battle axes. 
  Large Target: Daemon Princes are Large Targets as defined in the shooting rules. 
  Flying: Daemon Princes triple their Movement when running and ignore terrain when moving. 
  Mark of Chaos: Determine the Prince‟s Mark at random rolling a D6: 1 Mark of Tchar, 2-3 Mark 
  of Arkhar, 4 Mark of Onogal, 5-6 Mark of Shornaal. See the Chaos Marauder warband from Border 
  Town Burning for Rules. 
   
  Flesh Hound – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Flesh Hound 
  8 
  5 
  0 
  5 4 
  2 
  4 2 
  7 
  Skin of Brass: Instead of a Daemonic Save, the Flesh Hound has Chaos Armor, which grants him a 
  4+ Armor save. This is reduced as normal, but is not ignored from magical attacks. 
  Magical Resistance:  If the Flesh Hound is the target of a spell or prayer, he will ignore the spell 
  on a 1D6 of 4+.  He may not be Bound. 
   
  Fiend of Slaanesh – Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS BS S T W I A LD 
  Fiend of Slaanesh 
  10 
  4 
  0 
  4 4 
  3 
  6 4 
  7 
  Sophoric Musk – All living models in base contact with the Fiend of Slaanesh suffer -1 to hit in 
  hand to hand combat.  Undead, daemons, and models with Marks of Slaanesh ignore this effect. 
  Armor Piercing:  All attacks from a Fiend of Slaanesh grant an extra -1 to Armor Saving Throws. 
   
  
  Unicorn – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Unicorn 
  9 
  5 
  0 
  4 4 
  3 
  5 2 
  8 
  Impale: A unicorn that charges gains +2 Strength for the first round of combat. 
  Magical Purity: A unicorn is unaffected by spells or prayers on a 1D6 roll of 4+.  If you manage to 
  Bind one, and your warband includes a Prayercaster, Wood Elf or Bretonnian Damsel Hero, then it 
  will only ignore enemy spells from now on.  
  Wood Spirit: The Spirit suffers no penalty for moving through wooded terrain. 
   
  Great Stag – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS BS S T W I A LD 
  Great Stag 
  9 
  5 
  0 
  5 4 
  3 
  4 2 
  7 
  Wood Spirit: The Spirit suffers no penalty for moving through wooded terrain. 
   
   
  Enormous Monster Table 
  1 
  1 Greater Hulk 
  2 
  1 Chaos Beast 
  3 
  1Lesser Drake 
  4 
  1 Many-Legged Menace 
  5 
  You may pick which result 1-4 that you prefer. 
  6 
  The opponent of your choice may pick whichever result he prefers. 
   
  1 GREATER HULK 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Greater Hulk 
  5 
  3 
  0 
  5 
  5 
  4 2 
  3 
  6 
  Greater Hulk Special Rules 
  Fear: Hulks cause Fear. 
  Large: Hulks are large models. They can be targeted by missile fire even when they are not the 
  closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to your 
  warband rating instead of +5. 
  Tooth & Claw: Hulks use a combination of improvised weapons and claws in order to attack. They 
  receive no penalty for attacking unarmed, and may not use weapons, unless stated otherwise. 
  Bipedal:  Hulks may climb as if they are warriors, rather than as animals. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Bone Goliath – Special Rules 
  Stats: As Above. 
  May not run: Bone Goliaths are slow undead creatures and may not run (but may charge normally). 
  Immune to Psychology: A Bone Goliath is not affected by psychology and never leaves combat. 
  Immune to Poison: A Bone Goliath is not affected by poison. 
  No Pain: Bone Goliaths treat stunned results on the injury chart as knocked down. 
  
   
  Fen Beast- Special Rules  
  Stats: As below. 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Fen Beast 
  6 
  3 
  0 
  5 
  5 
  4 2 
  3 
  10 
  Fen-walker: Fenbeasts may traverse fenland, quagmires and any other difficult terrain as 
  open ground. 
  Fear: Fenbeasts are horrifying creatures and cause Fear. 
  Immune to Psychology: Fenbeasts are not affected by psychology and never leave combat. 
  Regenerate: When a Fenbeast is in any form of swampy terrain such as fenland or a quagmire they 
  will regenerate one lost wound in the recovery phase on a roll of 4+. 
   
  Dragon Ogre Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Dragon Ogre 
  7 
  4 
  2 
  5 
  4 
  4 2 
  3 
  8 
  Weapons/Armour: Double-handed weapon. 
  Fear: Dragon Ogres are large, threatening creatures that cause fear. 
  Scaly skin: Because of his scales a Dragon Ogre has a natural save of 5+. 
  Storm rage: Dragon Ogres are immune to all attacks and spells that are based on lightning (e.g. 
  Chotec’s Wrath from the Lizardman magic) and become subject to frenzy when hit by such attacks. 
   
  Treekin – Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Treekin 
  5 
  4 
  0 
  5 
  5 
  4 3 
  4 
  8 
  Bark Skin:  The Tree Kin receives a 4+ armor save against attacks. This replaces the Magical Save, 
  and will not be ignored from magical attacks. 
  Wood Kin: The Kin suffers no penalty for moving through wooded terrain. 
  Vulnerable to Fire: Any unsaved wounds against a Tree Kin suffers not one but 2 wounds.  
   
  Young Giant Special Rules 
  Stats: As below. 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Young Giant 
  6 
  3 
  0 
  5 
  5 
  4 2 
  3 
  8 
  Slumbering Brute: The Young Giant is initially sleeping. In each player‟s recovery phase roll a D6, 
  on a roll of 6 the Young Giant awakes (add +1 to the roll for each model within 2" of the beast, it 
  instantly awakens if attacked). The Giant‟s turn is always before the player‟s who woke it. It will 
  always move towards the nearest model, charging if possible but will not attack a Truthsayer or Dark 
  Emissary due to their close affiliation. 
  Bound Giants: If you successfully Bind a Giant, roll 1D6 during immediately after set-up. On a roll 
  of 1, he starts the game asleep. He will not move, attack, fight back in combat. While asleep, he does 
  not require Bound spell tests (he‟s not fighting the spell, he‟s asleep!). During each player‟s turns, roll 
  1D6, adding +1 for each ENEMY model within 2”- on a 6, he wakes up.  Once awoke, he uses 
  bound spell rules as normal and will not sleep for the rest of the game.  
  Thickheaded: The Young Giant‟s skull is as thick as a rock and as such it can never be stunned, 
  treat any stunned results as knocked down instead. 
  
  Ungainly: If a Young Giant is knocked down roll a scatter dice to determine the direction it falls in, 
  then place the model on its back. Any model underneath the Giant must pass an immediate initiative 
  test or suffer a strength 5 hit as the brute crushes them. The Young Giant picks itself up during his 
  next recover phase as normal.  
  Rampage: When the Young Giant attacks it is a rampage of varied assaults. Roll a D6 to determine 
  what it does.  
  1-2 Swipe. Attacks as normal.  
  3-4 Stomp. Makes a single attack at Strength 7 inflicting double wounds.  
  5-6 Shout and Bawl. All models within 4" of the brute must pass an immediate Strength test or be 
  knocked down. 
   
  Ogre Hunter – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Ogre Hunter 
  6 
  5 
  4 
  5 
  5 
  4 3 
  4 
  9 
  Equipment: Two clubs. He also has a Harpoon Crossbow, which is treated as the same as a 
  Normal Crossbow but at S5 and takes a turn to reload. 
  Feline Companion:  If an Ogre Hunter appears, roll 1D6: if the result is equal to or under the 
  number of players in the game, the Hunter is accompanied by a Large Animal, Specialty: Sabretusk 
  (see above).  The Sabretusk will never attack the Hunter, even in its uncontrollable instincts. These 
  are two separate creatures, and if one is bound the second one is NOT bound with it. 
   
  1 CHAOS BEASTS 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Chaos Beast 
  6 
  4 
  0 
  5 
  4 
  4 4 
  3 
  8 
  Chaos Beast Special Rules:  
  Fear: Chaos Beasts cause Fear. 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
  Fledgling:  Even though the monsters typically have a pair of wings, most of them are too 
  undeveloped to actually use. They cannot fly unless stated otherwise. 
  Huge Beast: This monster is amongst the largest creatures in the world. Any model may shoot at it 
  with a  +2 „to hit‟ bonus, even if it is not the closest target. If recruited into a warband, it increases 
  your rating by +50. 
  Skull of Iron: This creature‟s head is much too thick for normal blows to penetrate. Therefore it 
  treats a stunned result as knocked down instead.  
  Staggered, but not down: Mighty blows will rock the monster, but most creatures lack the ability 
  to truly knock it into the dirt. Therefore, any knocked down result the monster receives will instead 
  cause it to lose 1 Attack until it recovers (during the Recovery phase of its next turn). Multiple 
  knocked down results will cause it to lose multiple attacks in this way.  
  +1 For Wounding: Irrespective of the scenario conditions, any Hero or Henchman earns +1 
  Experience for each wound he inflicts on the monster.  
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Fledgling Griffon Special Rules 
  Stats: As above. 
  
  Massive Beak: One of the Griffon‟s attacks is a bite attack. Its maw is a massively sharp, iron-hard 
  beak that can easily slice through the thickest armour as if it were made of paper. An opponent 
  damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save 
  penalty of -3 (-1 for the bite and -2 for Strength). 
   
  Fledgling Hippogriff Special Rules 
  Stats: As above, but with M8 and A2. 
  Massive Beak: One of the Hippogriff ‟s attacks is a bite attack. Its maw is a massively sharp, iron-
  hard beak that can easily slice through the thickest armour as if it were made of paper. An opponent 
  damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save 
  penalty of -3 (-1 for the bite and -2 for Strength). 
   
  Fledgling Chimera Special Rules 
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Fledgling Chimera 
  6 
  3 
  0 
  5 
  5 
  4 4 
  4 
  8 
  Dragon Head: One of the Chimera‟s three heads is that of a Dragon. When the Dragon head 
  breathes, flames leap from its mouth. It can use these flames as a weapon if it wishes. This attack is 
  made in the Shooting phase. Simply place the small teardrop shaped template with the narrow end at 
  the Dragon head‟s mouth; any models under the template will be hit by flames on a dice roll of 4+. 
  A model hit by flames takes a S3 hit. Normal armour saves apply. Do not worry about any buildings 
  the template may cover; the Chimera‟s fire is too weak to set them alight without prolonged 
  exposure. 
  Ram Head: The second head is that of a massive bloody-eyed ram. One of the Chimera‟s attacks is 
  a head-butt made by the ram head. If this attack hits but fails to do damage, the target must make an 
  Initiative test or be knocked down. 
  Lion Head: The last of the Chimera‟s heads is that of a ferocious golden-maned lion with jaws of 
  steel and razorsharp teeth. One of the Chimera‟s attacks is a bite by the lion head. An opponent 
  damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save 
  penalty of -3 (-1 for the bite and -2 for Strength). 
   
  Dark Pegasus Special Rules 
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Dark Pegasus 
  8 
  3 
  0 
  5 
  4 
  4 4 
  3 
  8 
  Fly: May fly up to 12" anywhere on the table. This is not doubled when running or charging. 
   
  Fledging Manticore Special Rules 
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Fledgling Manticore 
  6 
  5 
  0 
  5 
  5 
  4 5 
  4 
  5 
  Terrifying: Even a young Manticore is more terrifying to behold than most creatures.  It causes 
  Fear as normal, but if it charges a model that is not immune to psychology, that model must take a 
  Leadership test. If failed, instead of attacking back, the target will flee 2D6” away from the 
  Manticore. 
  Killing Blow: If the Manticore makes a critical hit against its target, it rolls twice on the Critical Hit 
  table and chooses the highest result. 
  
   
  Cockatrice Special Rules  
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Cockatrice 
  4 
  4 
  5 
  4 
  4 
  4 6 
  6 
  6 
  Scaly Skin: The Cockatrice has a 4+ armor save that is reduced as normal. 
  Transfixing Glare: The Cockatrice is able to hypnotize a victim using his intense stare, the victim 
  will remain passive and wait for the Cockatrice to close. The Glare may be used on any living model 
  in base contact that is not Immune to Psychology. The victim must pass a Leadership test on a 2D6 or 
  be transfixed. A transfixed model may not attack in close combat and is treated as being Knocked 
  Down for purpose of being attacked. Roll for the Glare at the start of the combat phase. 
   
  1 LESSER DRAKE 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Lesser Drake 
  6 
  4 
  0 
  5 
  5 
  4 2 
  5 
  6 
  *Merwyrms and Turtigons Movement is halved on Land. 
  Fear: Drakes cause Fear. 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
  Fledgling:  Even though the monsters typically have a pair of wings, most of them are too 
  undeveloped to actually use. They cannot fly unless stated otherwise. 
  Huge Beast: This monster is amongst the largest creatures in the world. Any model may shoot at it 
  with a  +2 „to hit‟ bonus, even if it is not the closest target. If recruited into a warband, it increases 
  your rating by +50. 
  Skull of Iron: This creature‟s head is much too thick for normal blows to penetrate. Therefore it 
  treats a stunned result as knocked down instead.  
  Staggered, but not down: Mighty blows will rock the monster, but most creatures lack the ability 
  to truly knock it into the dirt. Therefore, any knocked down result the monster receives will instead 
  cause it to lose 1 Attack until it recovers (during the Recovery phase of its next turn). Multiple 
  knocked down results will cause it to lose multiple attacks in this way.  
  +1 For Wounding: Irrespective of the scenario conditions, any Hero or Henchman earns +1 
  Experience for each wound he inflicts on the monster.  
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Young Hydra – Special rules 
  Stats: As above. 
  Save: The young Hydra‟s scales aren‟t as strong as a normal Hydra‟s, but they are still as strong as 
  metal. The Hydra has an armour save of 6+ that is not modified by the strength of attacks against it 
  (or by other save modifiers).  
  Breath Weapon: When the young Hydra breathes, flames leap from its mouths. It can use these 
  flames as a weapon if it wishes. This attack is made in the Shooting phase and may be made even if 
  the Hydra is involved in close combat. Simply place the small teardrop shaped template with the 
  narrow end at one of the Hydra‟s mouths; any models under the template will be hit by flames on a 
  dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armour saves apply. Do not 
  worry about any buildings the template may cover; the Hydra‟s fire is too weak to set them alight 
  without prolonged exposure.  
  
  Loss of Heads: Each wound suffered by a Hydra represents one of its many heads getting taken out 
  of action. Because of this, any successful (unsaved and un-regenerated) Wound to a Hydra reduces its 
  Attacks characteristic by one. In addition, the loss of heads makes for fewer flames when it breathes, 
  so for every 2 successful Wounds, the strength of the Hydra‟s breath weapon is reduced by one (to a 
  minimum Strength of 1). So, for example, if the Hydra has taken 3 (unsaved and unregenerated) 
  Wounds, it would have 2 attacks remaining and the Strength of its breath weapon would be reduced 
  to 2.  
  Regeneration: All Hydras have the ability to regrow damaged heads. Some can do this immediately, 
  while for others it may take a matter of hours or even days to replace a head that is lost. To 
  represent this ability, at the end of each round of close combat roll a D6 for each Wound the Hydra 
  has suffered that round. On a roll of 4 or more that Wound has regenerated; any regenerated 
  Wounds are reinstated. If a Hydra is down to its last Wound remaining, make this roll to regenerate 
  before rolling on the Injury table; a successful Regenerate roll means that no Injury roll is made.  
   
  Young Merwyrm – Special Rules 
  Stats:  As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Young Merwyrm 
  6* 
  4 
  0 
  5 
  4 
  4 4 
  2 
  8 
  Aquatic:  The Merwyrm suffers no penalties for traveling in water, and cannot drown. 
  Save: The Young Merwyrm‟s scales aren‟t as strong as a normal Merwyrm‟s, but they are still as 
  strong as metal. The Merwyrm has an armour save 6+ that is not modified by the strength of attacks 
  against it (or other save modifiers). 
  Tail Whip: The Merwyrm has a whip-like tail that it thrashes forward among its enemies, either 
  lashing them, or simply clubbing them into submission. In game terms this is represented by a 
  special tail strike that the Merwyrm makes before its normal attacks in close combat. Roll a D6. Any 
  enemy models that are in base contact with the Merwyrm and that it may attack in the Close Combat 
  phase (eg, it is either the Merwyrm‟s „turn‟ or the model‟s turn) that have a lower Initiative than the 
  dice score are automatically hit by the Merwyrm‟s tail. Models with Initiative equal to or higher than 
  the D6 roll have successfully dodged the tail and are not affected. Each model struck by the 
  Merwyrm‟s tail takes a Strength 4 hit. 
   
  Young Wyvern  - Special Rules 
  Stats:  As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Fledgling Wyvern 
  6 
  4 
  0 
  4 
  5 
  4 4 
  2 
  6 
  Save: The Wyvern‟s scales aren‟t as strong as a normal Wyvern‟s, but they are still as strong as metal. 
  The Wyvern has an armour save 6+ that is not modified by the strength of attacks against it (or 
  other save modifiers). 
  Envenomed Tail: The Wyvern has a whip-like tail that is tipped with a deadly stinger. In combat it 
  thrashes this tail forward among its enemies, either injecting them with its deadly venom, or simply 
  clubbing them into submission. In game terms this is represented by a special tail strike that the 
  Wyvern makes before its normal attacks in close combat. Roll a D6. Any enemy models that are in 
  base contact with the Wyvern and that it may attack in the Close Combat phase (eg, it is either the 
  Wyvern‟s „turn‟ or the model‟s turn) that have a lower Initiative than the dice score are automatically 
  hit by the Wyvern‟s tail. Models with Initiative equal to or higher than the D6 roll have successfully 
  dodged the tail and are not affected. Each model struck by the Wyvern‟s tail takes a Strength 4 hit. 
  Stupidity: Due to its stubborn nature and young age, the Wyvern suffers Stupidity. 
  
   
  Young Dragon – Special Rules 
  Stats: As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Fledgling Dragon 
  6 
  4 
  0 
  5 
  5 
  4 6 
  4 
  7 
  Save: The young Dragon‟s scales aren‟t as strong as a normal Dragon‟s, but they are still as strong as 
  metal. The young Dragon has an Armour save of 5+ that is not modified by the strength of attacks 
  against it (or by other save modifiers).  
  Breath Weapon: When the young Dragon breathes, flames leap from its mouth. It can use these 
  flames as a weapon if it wishes. This attack is made in the Shooting phase, and may be made even if 
  the Dragon is involved in close combat. Simply place the small teardrop shaped template supplied 
  opposite with the narrow end at the Dragon‟s mouth. Any models under the template will be hit by 
  flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armour saves apply. 
  Do not worry about any buildings the template may cover; the Dragon‟s fire is too weak to set them 
  alight without prolonged exposure. 
   
  Young Carnosaur – Special Rules 
  Stats: As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Young Carnosaur 
  7 
  3 
  0 
  6 
  4 
  4 2 
  4 
  5 
  Scaly Skin: Carnosaus have tough scaly skin, and are considered to have a 3+ armour save. This 
  save cannot be modified beyond 6 due to strength modifiers but any result of “no save” on the 
  injury chart will negate the unmodified 6+ save. 
  Cold Blooded: A carnosaur rolls 3D6 for Leadership, taking the lowest two dice. 
   
  Turtigon - Special Rules 
  Stats: As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Turtigon 
  8* 
  3 
  0 
  5 
  4 
  4 4 
  4 
  8 
   
  Aquatic:  The Turtigon suffers no penalties for traveling in water, and cannot drown. 
  Hard Shell: The Turtigon has an armour save 5+ that is not modified by the strength of attacks 
  against it (or other save modifiers). 
  Massive Beak: Two of the Turtigon‟s attacks are a bite attacks. Each maw is a massively sharp, 
  iron-hard beak that can easily slice 
  through the thickest armour as if it were made of paper. An opponent damaged by these attacks 
  suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the 
  bite and -2 for Strength). 
  Breath Weapon: When the young Turtigon breathes, flames leap from its mouths. It can use these 
  flames as a weapon if it wishes. This attack is made in the Shooting phase and may be made even if 
  the Turtigon is involved in close combat. Simply place the small 
  teardrop shaped template with the narrow end at one of the Turtigon‟s mouths; any models under 
  the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. 
  Normal armour saves apply. Do not worry about any buildings the template may cover; the 
  Turtigon‟s fire is too weak to set them alight without prolonged exposure.  
  
  Loss of Heads: The strength of a Turtigon is based on two heads attacking and breathing from 
  together. Because of this, once the Turtigon is reduced to 2 Wounds, one head has been taken out 
  of action. The number of attacks drops to 2, and the Turtigon can 
  make only one Beak attack each turn. In addition, the loss of heads makes for fewer flames when it 
  breathes, so after 2 successful Wounds, the strength of the Turtigon‟s breath weapon is reduced to 
  Strength 2. 
   
  1 MANY LEGGED MENACES 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Many Legged Menaces 
  5 
  3 
  0 
  5 
  4 
  4 1 
  2 
  10 
  Fear: Menaces cause Fear. 
  Large: Menaces are large models. They can be targeted by missile fire even when they are not the 
  closest models, and all missile attacks against them receive a +1 to all hit rolls. They add +20 to your 
  warband rating instead of +5. 
  Animal: Cannot gain experience. No penalty for attacking without weapons. Cannot climb, open 
  doors, or carry items unless stated otherwise. 
   
  Specialty:  You may either pick an animal type from the following, or roll randomly. 
   
  Gigantic Spider Special Rules 
  Stats: As above. 
  Chitinous Hide: It has an armour save of 4+. 
  Poisonous Bite: Any to wound rolls of 5 or 6 (rather than just a 6) are treated as critical hits. 
  Wall Walk: Gigantic Spiders may walk up and down walls without making Initiative tests. They may 
  only jump up to 2" across or down, but this does count as a diving charge.  
   
  Gigantic Scorpion Special Rules 
  Stats: As above, but with 3 Attacks. 
  Chitinous Hide: It has an armour save of 4+. 
  Pinch and Sting: Two of the Scorpions attacks are Pincer attacks, resolved at S5. The third attack is 
  a Sting attack, which is a poisonous attack.  Against living models, it counts as a S5 attack that causes 
  critical hits on a wound roll of 5-6. Against models that are immune to poison, it‟s a mere S3 attack 
  that wounds like normal. 
   
  Emperor Crab Special Rules 
  Stats:  As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Emperor Crab 
  5 
  4 
  0 
  4 
  5 
  4 4 
  2 
  8 
  Save: The Emperor Crab has an armour save 6+ that is not modified by the strength of attacks 
  against it (or other save modifiers). 
  Pincer Attack: One of the Emperor Crab‟s attacks is a Pincer attack, which can chop off a head in 
  an instant. It deals +1 on all Injury Rolls. 
  Aquatic:  The Emperor Crab suffers no penalties for traveling in water, and cannot drown. 
   
  
  Beast of Nurgle – Special Rules 
  Stats: As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Beast of Nurgle 
  6 
  3 
  0 
  4 
  5 
  4 1 1D6+1 
  7 
  Tentacles: Each turn, pick a random opponent with more than one attack that‟s in base contact 
  with the Beast. That opponent has one of his attacks prevented for the remainder of the turn. 
  Immune to Poison: Beasts are totally immune to all poisons and diseases. 
  Immune to Psychology: Beasts do not know the concept of fear. They automatically pass any 
  Leadership-based test they are required to take. 
  Magical Aura: Due to the magical, intangible nature of Beasts they have a special Armour save of 
  5+. This is modified by the Strength of the attack as normal and is completely negated by magic 
  weapons and spells. Beasts attacks are also considered as magical- they suffer no penalty for 
  attacking unarmed. 
  Slime Trail: Any warrior that attacks the Beast from the rear suffers -1 to hit on all hand to hand 
  combat attacks. 
   
  Bog Octopus - Special Rules 
  Stats:  As below 
  ANIMAL 
  M WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Bog Octopus 
  3 
  3 
  0 
  3 
  5 
  4 2 
  6 
  6 
  Aquatic:  The Bog Octopus suffers no penalties for traveling in water, and cannot drown. 
  Tentacles: Each turn, pick a random opponent with more than one attack that‟s in base contact 
  with the Octopus. That opponent has one of his attacks prevented for the remainder of the turn. 
  Waterbeast: Rather than appearing in the normal sense, a Bog Octopus will appear within a water 
  terrain piece.  If there are water terrain pieces on the board, the bog octopus will appear along with a 
  6” Diameter water terrain piece, which is placed in base contact with a random model on the 
  triggering warband- this represents an overlooked sinkhole or flooded basement which the creature 
  has been lying wait in. 
   
  Slippery Jack - Special Rules 
  Stats:  As below 
  ANIMAL 
  M 
  WS 
  BS 
  S 
  T 
  W I 
  A 
  LD 
  Slippery Jack 
  3* 
  3 
  0 
  6 
  4 
  4 3 
  2 
  10 
  Aquatic:  The Slippery Jack suffers no penalties for traveling in water, and cannot drown. In fact, 
  while in water, he moves not 3, but 2D6” inches. 
  Waterbeast: Rather than appearing in the normal sense, a Bog Octopus will appear within a water 
  terrain piece.  If there are water terrain pieces on the board, the bog octopus will appear along with a 
  6” Diameter water terrain piece, which is placed in base contact with a random model on the 
  triggering warband- this represents an overlooked sinkhole or flooded basement which the creature 
  has been lying wait in. 
  Watery Grave: The first time Jack takes an opponent out of action in combat, at the end of the 
  round, Jack leaves the table, dragging the body of the injured model.  Slippery Jack is removed from 
  the table, but doesn‟t count as a casualty.  The unfortunate victim rolls twice on the Serious Injury 
  roll, and suffers whichever result is lower. (Or, if you have the Sartosa Add On PDF, you can use 
  the Slippery Jack Injury table.) 
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 5/Storm of Magic - Bestiary.pdf