Warhammer Bestiary:
Monster Compendium

1.0   About Warhammer Bestiary
2.0   Large Monsters of Warhammer World
2.1   Chimera
2.2   Cocatrice
2.3   Dragons
2.4   Gigants
2.5   Gigant Scorpoin
2.6   Gigantic Spider
2.7   Grifforn
2.8   Hipogrif
2.9   Hydra
2.10 Manticore
2.11 Wyvern
3.0  Other Monsters
3.1  Harpies
3.2  Ogres
3.3  Swarms
3.4  Treemen
3.5  Trolls
3.6  Pegasus
3.7  Unicorn
4.0  Mounts
4.1  Elven Steed
4.2  Dark Steed
4.3  Cold One
4.5  Horse
4.6  Warhorse
4.7 Great Eagle

1.0 About Warhammer Bestiary

This compendium is a sumary for all the Monsters of Warhammer World. I put them here for your convinience. This however will not replace Warhammer Battle Book, but can temporaryly substitute for it for those who don't have the book. Not everyone can afford to buy the main Warhammer box only for the two rulebooks (assuming he wants to collect different army than those included in the boxed set), and only few shops sale them separately. Therefore, here you have the rules for Monsters of Warhammer world, which usually are ommited in Army Books. I did'nt include creature descriptions, to save space and typeing time. Eaven though most of the Monsters in Warhammer world were created by Chaos mutating power, this Bestioary does not include rules for Chaos creatures. All those rules are carefully explained in the new Realm of Chaos book.

2.0 Large Monsters

Large monsters are those creatures that have to be bought from the Monster section of your army. Most of them are subjected to the bound monster rule, and cause fear.

2.1 Chimera
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Chimera   6   4  0  7  6   6   4  6   8

Chimera Cause Terror
Breaths Fire S4- use fire template, any model under it is hit on 4+
Chimera can fly
Subjeced to Bound Monster rule

2.2 Cocatrice
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Cocatrice   4   3  0  4  4   2   4  3   6

Cause fear
Cocatrice can fly
Petrify- use in the shooting phase on opponent in 8" victim is turned to stone and killed if he fails the initiative test (6 always fails)
Subjected to bound monster rule

2.3 Dragons
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Dragon   6   6  0  6  6   7   8  7   7
Great_Dragon   6   7  0  7  7   8   7  8   8
Emperor_Dragon   6   6  0  8  8   9   6  9   9

Dragons can fly
Dragons have Sclay Skin: unmodified save on 4+
Dragons cause Terror
Dragons Breath: -use flame template, each model under it is hit on 4+
    ++White: all models hit by template suffer one wound on 6+, no saves allowed; unit hit by the breath is frozen to the spot for one turn -cannot move, and if attacked models from the unit hit only on 6+; Unit can thraw out on 2+ (Dragon), 3+ (Great Dragon), 4+ (Emperor Dragon)
    ++Black: roll D6 for each hit model and substract it's toughnes, the result is number of wounds caused; no saves alowed
    ++Red: each  model under template suffers S4 hit (S5 for Great Dragon, S6 for Emperor Dragon); wounds are doubled for flamable creatures
    ++Green: models hit, suffer S4 hit- no save allowed; unit must pass Ld test or move D6" away from the dragon - it does not affect units move in the next turn
    ++Blue: don't use template; choose target model in 12" -it's hit on 4+ and suffers S6 hit (S7 for Great Dragon, S8 for Emperor Dragon); if the lightning hit, it may leep to all models touching the hit model on 4+; lightning can leap from those models to other models touching them on 4+

2.4 Gigants
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Gigant   6   3  3  7  6   6   3  SP   6

Gigants cause fear
Gigants can cros man sized obstacles without penalty
Gigant will fall over:
-when beaten in combat
-at start of it's movement if it's fleeing
-when it croses an obstacle
-when he wishes to Jump up and Down
when he falls over roll D6; on 1-5 he restores his balance; on 6 he falls down - place Fallen Gigant template touching Gigants bade in direction shown by a scatterdice; any models under it are automatically hit and have to pass Toughness test or be instantly killed- no saves allowed; Gigant may get up in folowing turn, but cant do anything else besides it; he cannot attack while on the ground, but enemies must roll to hit him; if forced to flee while on the ground he is automatically slain;
Gigant can attack once per turn in one of folowing ways (choose one):
    ++Thump With Club- Gigant can hit one of models in base contact, or a model adjacent to them; victim must pass Initiative test or will suffer D6 wounds- no armour saves allowed; on a roll of 6 the blow is so powerfull that the club sticks in the ground and Gigant must spend next turn pulling it free (cannot atack)
    ++Swing With Club- targeted unit suffers D6 S7 hits
    ++Stomp- works only against man sized creatures; target must roll under it's Initiative or suffer D3 wounds- no armor saves allowed
    ++Yell and Bawl- Gigant automatically wins the combat round regardles of casualities or other bonuses; enemy must pass Ld test with -2 modifier or flee
    ++Jump Up and Down- works only on man-sized creatures; before using it check if Gigant falls over; if not, he cause 2D6 S7 hits on targeted unit; in next turn roll for Ld, if the test is failed Gigant will continiue to jump on enemy
    ++Pick up- choose one man sized model; model picked up can make one attack- if he succed to cause a wound Gigant lets him go and nothing happens; if he fails roll D6 and check what happened:
1 -Squash- the model is killed instantly
2- Throw back into unit- model sustains S5 hit, while his unit D6 S3 hits
3- Hurl- choose unit in 12" as a target; works as Throw Back into Unit
4- Eat- in the next turn Gigant cant do enything -he's to busy eating; model is killed- no armour dsaves allowed
5- Stuff into Bag- model counts as a casuality, but once Gigant is killed, it wil return to play
6- Pick Another- works as above; in addition you can attempt to pik up another model
    ++Head Butt- works only against large sized targets; Gigant cause 1 S7 hit; I the victim is wounded, but not killed it spends whole next turn unconsionuss

2.5 Gigant Scorpion
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Gigant_Scorpion   5   3  0  5  4   4   1   2   7

Gigant Scorpion cause fear
Gigant Scorpion is subjected to the bound monster rule
Gigant Scorpion have Chitinous Armour - armour save on 4+
Sting Attack- if both Scorpions attacks will hit, they both have S10 (double than normal); if only one hit is inflicted ith has normal strength of 5

2.6 Gigantic Spider
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Gigantic_Spider   5   3  0  5  4   4   1   2   7

Gigantic Spider cause fear
Gigantic Spider is subiected to bound monster rule
Gigantic Spider may move through difficult terain or obstacles without any penalty
Gigantic Spider has Chitinous Armour- armour save on 4+

2.7 Griffon
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Griffon   6   5  0  6  5   5   7   4   8

Griffon can fly
Cause terror
Griffon is subiected to bound monster rule

2.8 Hipogrif
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Hipogrif   8   5  0  6  5   5   6   3   8

Hipogrif can fly
Cause teror
Hipogrif is subiected to the bound monster rule

2.9 Hydra
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Hydra   6   3  0  5  6   7   3   5   6

Hydra cause terror
Hydra is subiected to the bound monster rule
Hydra breaths fire: use fire template; models under the template are hit with S4 on 4+

2.10 Manticore
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Manticore   6   6  0  7  7   5   4   4   8

Manticore cause terror
Manticore can fly
Manticore is subiected to the Enraged Bound Monster Rule: use instead normal bound monster test, and if failed consider the table below:
    ++ 1        Deserts- remove monster from battlefield; no VP are lost or grained by any of players
    ++ 2-5    Attack Monster- Manticore will attack nearest enemy bound monster in 24" and will leave a combat if it's already figthing; It will not breake or flee untill it kill the oponent or die; if no suitable enemy is within range roll again: 1-3 Deserts, 4-6 Struggle
    ++ 6        Struggle- Manticore and it's rider can do nothing this turn; if in combat, they cannot attack , but will not flee if defeated

2.11 Wyvern
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Wyvern   6   5  0  5  6   4   4   3   5

Wyvern cause terror
Wyvern cn fly
Wyvern is subiected to the bound monster rule
Wyvern have special Envenomed Tail attack- use in combat as a addition to normal attacks; any enemy models in base contact with Wyvern have to pass Initiative test or suffer S5 hitt

3.0 Other Monsters
Those creatures are usualy chosen from Regiment point allowance and therefore can't be threated as Large Monsters. However their monstruos apperance anb bizzare nature is far from normal standards for regimental Warhammer troops. They are included here for a sense of compleateness.

3.1 Harpies
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Harpies   4   4  0  4  4   2   2   1   6

Harpies can fly
Harpies cannot be lead by characters and cannot have champions or command groups

3.2 Ogres
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Ogres   6   3  2  4  5   3   3   2   7

Ogres cause fear

3.3 Swarms
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Insects/Spiders   4   3  0  3  2   5  1  5 10
Scorpions   4   3  0  4  2   5  1  5 10
Serpents   3   3  0  4  2   5  1  5 10
Rats   6   3  0  3  2   5  1  5 10
Frogs   4   3  0  3  2   5  1  5 10
Lizards   4   3  0  3  2   5  1  5 10
Bats   8   3  0  3  2   5  1  5 10

Swarm is represented by a big "monster" base; its not important how many models is on the base, and their number will not change swarm statistics
Swarm fights as a large monster with 5 wounds and 5 attacs; if there's more than one swarm, they form a "unit" and fight together
Swarms are imune to all psychology, and never take breake tests
Frog Swarm can cross water without any movement penality
Insect/Spider Swarm cancel out enemys armour save
Bat Swarm can fly up to 8" in movement phase; they cannot Fly High, but all other benfits from flying apply; their flight distance (8" instead of 24") is smaller because of their size

3.4 Treemen
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Treemen   6   8  3  6  7   6   2   4   9

Treemen cause fear
Treemen have woody skin: unmodified armour save on 5+
Treemen are vouneralble to fire- they wounds caused by firey weapons are doubled
Treemen hate Orcs & Goblins
Treemen can move in woods without any penality
When Treeman is killed roll D6; o 6 nothing happens, other score means that Treeman falls over; place fallen Treeman template in direction shown by the scatter dice; any model under template must roll under Initiative or be killed- no armour save allowed
Tree Whack: when Treemen is fighting against some war machine or other stucture he may choose to make one S10 attack causing D6 wounds instead of his normal strikes;
In combat, Treemen don't take breake test if beaten unless they suffered at least one wound in this combat round

3.5 Trolls
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Trolls   6   3  1  5  4   3   1   3   4

Trolls cause fear
Trolls are subiected to stupidity
Trolls can regenerate lost wounds on 4+; they lose this ability when struck and wounded by fiery weapon
Trolls can vomit instead of attacking, it cause one automatic S5 hit -no armour saves allowed

3.6 Pegasus
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Pegasus   8   3  0  4  4   3   4   2   5

Pegasus can fly

3.7 Unicorn
 
Profile  M  WS BS  S   T   W    I   A  Ld 
Unicorn   9   5  0  4  4   3   4   2   9

Unicorn can use his horn as a weapon S+2 hen chargeing
Unicorn and his rider have natural dispell on 4+
Unicorn magic power disrupts and cancels out any demonic aura

4.0 Mounts
Mounts are not monsters, or troops- thsy are creatures riden to battle by othe races. Here I put rules only for the few standard races of mounts from battlebook. More you can find in apropriate army books.

to be continiued soon -- back to the Forgotten Realm