Erehwon Monsters Army List v2.0
Erehwon Monsters Army List v2.0
VERSION 2.0
UPDATED 05/04/19
INCLUDING CORRECTIONS, REVISIONS AND ADDITIONAL NOTES
Our warbands are not large forces and even some of the Some of the creatures in this list are so powerful they are
most costly options for warlords and heroes are suited easily capable of putting whole armies to flight! All talk
only for larger games of the kind envisaged. Howev- of game balance and fairness is folly in the face of such
er, they have been included for those whose ambitions monstrosities and players must prepare for whatever the
stretch to such things, and because they are colourful and gods of fate deal them.
entertaining examples of what can be done.
Most units in this list have three points values for the
The same is true of the monsters in this selector. Well, same kind of monster as wild, bound and allied unit.
what sort of fantasy game doesn’t have dragons and Allied monsters are the most reliable and they cost the
giants? Here they are, but they come along with a cau- most points. Points added to bound and allied units are
tion, because they are not really envisaged as part of the added to the unit as a whole. Note that the points values
day-to-day game. Rather, they are included because they of individual creatures remains constant when adding
are colourful and entertaining, and no doubt some players more models to some units, regardless of whether the unit
will want to represent these beasties in their games too. is wild, bound or allied. See the Special Rules section for
more about wild, bound and allied monsters.
Monsters can also make interesting subjects for scenarios,
whether under the control of a third player or randomly
allocated to one of the players each turn in the form of Monster Horde
a monster that has gone wild as described in the Special This list can be used to select a monstrous horde if players
Rules section. are agreeable - a warband made up entirely of monsters!
This is envisaged as an entertaining, but not necessarily
Agree to Include Monsters very serious, option for players who fancy fielding an
Before selecting their forces, players must agree to include array of all those monsters that we all like to collect but
monsters where they wish to do so, and must set any lim- rarely find a role for.
its or restrictions that are mutually acceptable.
Riders
For example, players might agree to allow the inclusion of
a single monster unit of up to 150 points, or could allow Some players might harbour a yen to field dragon riders
any wild monster, or any monsters with a Res of less than or other heroic types riding gigantic monsters. This can
10, and so on. Monsters from this list can only be includ- be done by combining the stats for a warlord, hero or
ed in a warband where the players agree to do so. wizard with those of a monstrosity from this list. This is
The Elf Hero is taken from the Elven Warband list and the stats for the model combined with those of a dragon. The dragon
loses its Init and Co stats as they are no longer needed - all tests are taken on the rider’s Init and Co. The rider doesn’t need
Ag or Res but these are retained in brackets should the dragon be slain leaving the rider, who can sustain a wound, to fight
on foot. The Hero’s Tough special ability is transferred to the whole model, note this is Tough 2 because that’s the base value
of an Elven hero, and both Tough and Wound on the Hero’s stats are bracketed because neither are used by the combined
model.
Monsters
essentially the same as for riding a chariot, with stats that model. The points value of bodyguards is given per model
only apply on foot bracketed like this [7]. See the rules for in the Options section of the army list entry. Wizards can
Monstrosities for more about how this is done. keep their spirits though - we assume they can move fast
enough to keep up increasing their move rate if necessary
An example is shown here without options - which
(don’t worry about any additional cost - it’s not conse-
remain the same for monstrosity and rider. The points
quential).
cost of such an exercise takes our game way beyond the
conflict of rival warbands, but is still workable for those I have added an option for Ogre leaders in Ogre units of
who want to give it a go. three or more models, and I have added a stinging tail
option onto the Manticore; both were queried and I can
Monstrosities or monsters with riders are still bound by
see no reason not to include them as options if the desire
the rules for allied, bound or (you must be very brave!)
is there. Both entries also serve as example of how these
wild monsters. They cannot benefit from the command,
things can be done should anyone fancy more tinkerage.
follow or hero special rules and - in the case of bound and
wild monsters - order test fails of a 10 will have appropri- I have also reordered the section into strict alphabetical
ate consequences for mount and rider. Where a bound or order; although this does tend to mean all of the ‘Giant’
wild monster fails an order test on a roll of 10 and would somethings are grouped together, of course.
otherwise be considered a casualty as a result then the rid-
A few folks queried the fact that Ogres are not monstros-
er is assumed to fall casualty too, i.e. if the bound monster
ities. I have portrayed Ogres as I see them, and as they
flees the field or a wild monster goes ‘wild’.
are traditionally portrayed in folklore, as large, brutish
It should go without saying that such things are included humanoids towering over normal sized humans for sure,
by mutual consent and their inclusion here stems from a but not giants. Of course, if your models happen to be
sense of completeness more than anything. Want to pitch vast, bloated critters the size of a small giant then I suggest
armies of dragon riders against each other? How about they are treated as such and fielded as individuals. They
those Neanderthal Barbarians riding Triceratops Dino- might alternatively be given a Wound if fielded in units -
saurs! Go for it! though this is very powerful. A wound is generally costed
at double the Res value of a model, should players wish to
ADDITIONAL NOTES
sort such things out for themselves.
Well, when Warlords of Erehwon was first published I
never imagined folks would be quite so keen on filling
their games with monsters - which just goes to show what
I know. These additional notes will therefore try and
address some of the questions that have been asked by
players seeking guidance. As I hope should be clear from
the text, it really is up to players to decide whether and
how to use this list. That said, here are some of the things
that have been queried.
If players agree to use units from his list does than mean
they can be used as mounts by characters? Well - we know
that’s up to the players - but it’s only fair to be specific
about monstrosity riders. So, agree to use monsters by all
means, but if you want to mount characters on monstrosi-
ties this should be agreed specifically.
If I mount a wizard on a monstrosity with two or three
order dice does that mean the wizard can cast two or three
spells - one each time an order is issued? Again - I think we
know the answer - a wizard can only make one attempt
to cast a spell in a turn, and that applies regardless of how
many order dice - or actions - the wizard has.
When I mount a character on a monstrosity what happens
to the unit’s bodyguards? Well - unluckily you lose them
- except for a wizard’s spirits which can tag along. If such
things are of concern, you can deduct the cost of body-
guards lost from the points value of the new combined
Warlords of Erehwon
BASILISK
Monstrosity Unit Points Value: Wild 158, Bound 178, Allied 198
Unit: Basilisk Ag Acc Str Res Init Co Special
Large, MoD2, 5x HtH SV4,
1 x Basilisk 5 4 6 10 5 7
Baleful Glare, Dread
Options
•None
BRONTOSAUR
Monstrosity Unit Points Value: Wild 115 Bound 135 (Wild or Bound only)
Unit: Brontosaur Ag Acc Str Res Init Co Special
Large, MoD2, 5x HtH SV3, Blundering,
1 x Brontosaur 4 - 5 12 5 7
Stampede
Options
•None
CAVE BEAR
Monster Unit Points Value: Wild 62 (available as Wild only)
Unit: Cave Bear Ag Acc Str Res Init Co Special
1 x Cave Bear Large, 3x HtH SV3, Irresistable charge,
5 5 6 8 2 8
Frenzied charge, Wound
Options
•Make Were Bear @20pts making unit Allied
CHIMERA
Monstrosity Unit Points Value: Wild 158, Bound 178, Allied 198
Unit: Chimera Ag Acc Str Res Init Co Special
1 x Chimera Large, MoD2, 4x HtH SV4, 1x HtH
5 4 6 9 5 7 SV10 Venomous, 3x Flaming Breath
SV3 Fire, Dread
Options
•Give Chimera Wings @10pts adding Flies rule
COCKATRICE
Monstrosity Unit Points Value: Wild 157, Bound 177, Allied 197
Unit: Cockatrice Ag Acc Str Res Init Co Special
1 x Cockatrice Large, MoD2, 5x HtH Attacks SV3,
5 4 7 10 5 7
Baleful Glare, Dread, Flies
Options
•None
CYCLOPS/SMALL GIANT
Monstrosity Unit Points Value: Wild 150, Bound 170, Allied 190
Unit: Cyclops Ag Acc Str Res Init Co Special
1 x Cyclops 5 5 6 12 4 8 Large, MoD2, 5x HtH SV4, Dread
Options
•Give Cyclops rock to hurl @15pts
Monsters
DRAGON
Monstrosity Unit Points Value: Wild 380, Bound 410, Allied 440
Unit: Dragon Ag Acc Str Res Init Co Special
1 x Dragon Large, MoD3, Fast 6, 7x HtH SV6,
5 4 6 15 7 9 3x Flaming Breath SV3 Fire, Dread,
Terror, Flies
Options
•Substitute Flaming Breath attacks for Beastly Breath @2pts •Upgrade Flaming Breath to SV4 @5pts per attack
•Upgrade Flaming Breath to 6x attacks @18pts •Give Baleful Glare @20pts
GHOULS
Beast Unit Points Value: Wild 85, Bound 95, Allied 105
Unit: Ghouls Ag Acc Str Res Init Co Special
5 x Ghouls 5 - 5 5 7 7 2x HtH SV1
Options
•Give unit Venomous rule @5pts •Add up to 5 Ghouls @17pts each
GIANT
Monstrosity Unit Points Value: Wild 253, Bound 283, Allied 313
Unit: Giant Ag Acc Str Res Init Co Special
Large, MoD3, 5x HtH SV5, Dread,
1 x Giant 5 5 6 13 3 8
Terror, Blundering
Options
•Give Giant rock to hurl @15pts •Give Giant Beastly Breath @20pts
GIANT RATS
GIANT SCORPIONS
Monster Unit Points Value: Wild 57, Bound 67, Allied 77
Unit: Giant Scorpion Ag Acc Str Res Init Co Special
2x HtH SV2, 1x HtH SV10 Venomous,
1 x Giant Scorpion 6 - 6 6 6 8
Wound
Options
•Add up to 2 Giant Scorpions @59pts each
GIANT SPIDERS
Monster Unit Points Value: Wild 50, Bound 60, Allied 70
Unit: Giant Spiders Ag Acc Str Res Init Co Special
1 x Giant Spider 6 - 6 6 7 9 3x HtH SV3, Wound
Options
•Add up to 2 Giant Spiders @52pts each
Warlords of Erehwon
GIANT TREEMAN
Monstrosity Unit Points Value: Allied 204 (available as Allied only)
Unit: Giant Treeman Ag Acc Str Res Init Co Special
1 x Giant Treeman Large, MoD2, 5x HtH SV4, Blundering,
5 5 6 12 2 8 Slow 4, Woodsman, Stubborn, Tough,
Dread
Options
•Give Giant Treeman rock to hurl @ 15pts
GIGANTIC SPIDER
Monstosity Unit Points Value: Wild 218, Bound 238 Allied 258
Unit: Gigantic Spider Ag Acc Str Res Init Co Special
1 x Gigantic Spider Large, MoD2, 6x HtH SV6, Dread,
6 - 6 13 7 9
Terror
Options
•Give unit Venomous attacks @5pts
GOLEM
Monster Unit Points Value: Bound 64 (only available as bound monster)
Unit: Golem Ag Acc Str Res Init Co Special
1 x Golem 3 - 7 13 3 10 Tough, Slow 4, 3x HtH SV2, Dread
Options
•Give unit Choking attacks @3pts
GRIFFIN
Monstosity Unit Points Value: Wild 144, Bound 164 Allied 184
Unit: Griffin Ag Acc Str Res Init Co Special
1 x Griffin Large, MoD2, 5x HtH SV3, Dread,
5 - 6 10 5 7
Savage, Fast 6, Flies
Options
•None
HORNED DINOSAUR
Monstrosity Unit Points Value: Wild 122 Bound 142 (Wild or Bound only)
Unit: Horned Dinosaur Ag Acc Str Res Init Co Special
Large, MoD2, 3x HtH SV5, Dread,
1 x Horned Dinosaur 5 - 6 12 7 7
Stampede, Irresistable charge
Options
•None
Monsters
HIPPOGRIFF
Monstosity Unit Points Value: Wild 138, Bound 159, Allied 179
Unit: Hippogriff Ag Acc Str Res Init Co Special
1 x Hippogriff Large, MoD2, 5x HtH SV3, Dread,
5 - 6 10 5 7
Fast 6, Flies
Options
•None
HYDRA
Monstosity Unit Points Value: Wild 182, Bound 202, Allied 222
Unit: Hydra Ag Acc Str Res Init Co Special
3 x Hydra Large, MOD2, 9x HtH SV2, Stubborn,
5 5 5 9 7 7
Dread, Regenerate
Options
•Give 3x Flaming Breath SV3 Fire @18pts •Give Hydra Beastly Breath @20pts
Note that the Hydra can have both kinds of breath attack if you wish - flaming breath and beastly breath.
MANTICORE
Monstrosity Unit Points Value: Wild 158, Bound, 178, Allied 198
Unit: Manticore Ag Acc Str Res Init Co Special
Large, MoD2, 5x HtH Attacks SV4,
1 x Manticore 5 5 6 12 5 7
Beastly Breath, Dread
Options
•Give Chimera Wings @10pts adding Flies rule •Given Chimera a stinging tail @35 points adding 1x HtH Attack
SV10, Venomous
OGRES
Monster Unit Points Value: Wild 28, Bound, 38 Allied 48
Unit: Ogres Ag Acc Str Res Init Co Special
1 x Ogre with big axe, huge mace or
5 5 5 8 7 7 Large, 2x HtH, Frenzied Charge
warhammer
0 x Ogre Chieftain leader with big axe,
5 5 5 8 7 8 Tough, Large, H2H, Frenzied Charge
huge mace or warhammer
Options
•Give unit light armour increasing Res to 8(9) @2pts per model •Add up to 2 Ogres @28pts each
•Give unit spears @Free per model •Make one Ogre in a unit of three or more a leader @12pts
•Make unit Vengeful @1pt per model
Warlords of Erehwon
SWARMS
Swarm Unit Points Value: Wild 75 (only available as wild swarms)
Special: Choose one kind of swarm
Unit: Swarm Ag Acc Str Res Init Co Special
3 x Ratswarm - furry things 6 - 4 5 3 8 3x HtH SV1 Venomous
3 x Batswarm - flappy things 6 - 4 5 3 8 3x HtH SV1, Flies, Fast 7
3 x Spiderswarm - scuttling things 6 - 4 5 3 8 4x HtH SV0
3 x Frogswarm - slimey things 6 - 4 5 3 8 3xHtH SV0, Dread
3 x Beeswarm - stinging things 6 - 4 5 3 8 3x HtH SV0 Venomous, Flies
3 x Serpentswarm - wriggly things 6 - 4 5 3 8 4x HtH SV0, Venomous, Slow 4
Options
•Add up to 2 Swarms @25pts each
TREEMEN/DRYADS
Monster Unit Points Value: Allied 53 (available as Allied only)
Unit: Treemen Ag Acc Str Res Init Co Special
1 x Treeman Large, 2x HtH SV3, Blundering, Slow 4,
5 5 6 8 2 8
Woodsman, Stubborn, Tough
Options
•Add up to 2 Treemen/Dryads @33pts each
TROLLS
Monster Unit Points Value: Wild 105, Bound, 115 (available as Wild or Bound only)
Unit: Trolls Ag Acc Str Res Init Co Special
Large, 3x HtH SV2, Chunder,
3 x Troll 4 5 6 7 4 7
Regenerate
Options
•Add up to 2 Trolls @35pts each
TYRANNOSAUR
Monstrosity Unit Points Value: Wild 188 Bound 208 (Wild or Bound only)
Unit: Tyrannosaur Ag Acc Str Res Init Co Special
Large, MoD2, 5x HtH SV5, Dread,
1 x Tyrannosaur 6 - 7 12 7 7
Terror, Irresistable charge
Options
•None
WYVERN
Monstrosity Unit Points Value: Wild 160 Bound 180 Allied 200
Unit: Wyvern Ag Acc Str Res Init Co Special
Large, MoD2, 5x HtH SV3 Venomous,
1 x Wyvern 5 5 6 10 5 7
Beastly Breath, Dread, Flies
Options
•Give 5x Flaming Breath SV4 Fire instead of Beastly Breath @15pts •Give Deathly Chill attacks instead of Venomous attacks @ Free
Monsters