ToE H5/HoF
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Wolf Fire Elemental Air Elemental Water Elemental Earth Elemental Mummy Manticore Death Knight Phoenix
Neutral Intro
Though the days of elemental magic schools are long gone, the four ancient elementals endure for yet another series. Much like their predecessors, they have their own characteristic traits. Earth is the melee tank unit, Air is the fast, effective, but vulnerable flying unit, Fire always feels the need to attack, either through ranged or melee, while its opposite, Water, is quite content on sitting on the backline casting spells. The very popular Dread Knight from Heroes III (and, to an extent, the Dark Champion from Heroes IV Gathering Storm) has made another appearance. The Phoenix has done likewise, displaced from the Sylvan by the Green/Emerald Dragons. It assumes a very stylised look, which one may describe as draconic...
How to read this page
Most of the elements describing the creature should be quite familiar. However, if they're not, here's what you should know:
  • The Attributes panel presents the creature's attack, defense and such. Position your mouse over an element to display the tooltip if you're not familiar with the icon.
  • The Economics panel shows the cost of the unit, and its weekly growth rate.
  • Move your mouse over the abilities to show the description popup.
  • Casters have a spellbook: it opens as a popup to show the creature's spells. The little icon  next to the spell name represents the creature's mastery of that spell, ranked from None to Expert. Click on a spell to go to the corresponding spell page.
  • The Experience value is the amount of experience your hero will gain when killing one creature of that type.
  • The Power Rating is a global indicator of the creature power. It allows you to roughly compare different creatures, even if, of course, there's no such thing as a unique strategy and power ladder in Heroes 5!!
Neutral - Level 4
Wolf
Wolf
Wolves are bloodthirsty and dangerous beasts of prey who attack in packs and use their abilities cleverly. Thus, if one of the stacks attacks, other stacks would surely hit the same target if they're able to reach it. Besides, before they attack, the Wolves utter a terrible howl, calling for their congeners to help. When you fight Wolves, remember that even more of them can come.
» Abilities & Power » Economics
Pack HunterWhen this creature attacks a target, the target is also attacked by all the other stacks of creatures of the same type who are able to do so."Able to do so" means "adjacent to the target". These secondary attacks occur before the target's retaliation, if any.. HowlOnce per battle, this creature can summon a friendly stack of equal power.On its first attack, the stack automatically summons an exact same stack next to its target..
31355
  • 150
  • 8
Wolf » Comment » Attributes
Walker
  • 5
  • 3
  • 3 - 5
  • 14
  • 6
  • 25
  • 0
  • 0
Neutral - Level 4
Fire Elemental
Fire Elemental
Brazen spirits of the great molten core and elementals of all that burns, these entities are protected by a potent Fire Shield. The Fire Elemental also has a ranged attack, which makes it dangerous at any distance.
» Abilities & Power » Economics
ShooterThis creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.. ElementalThis creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.. Immune to FireFire Magic spells cannot harm this creature.. Fire ShieldWhen this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker, regardless of whether it has counter-attack ability.The attacker suffers 20% of the damage dealt to its target as elemental fire damage..
60829
  • 400
  • 4
Fire Elemental » Comment » Attributes
The Fire Elemental favour the Heroes IV mentality of a ranged attacker rather than Heroes III's flyer. It has a large damage range (with respect to its net damage), and can be an unpredictable source of offense. Its low hit points aren't as troubling as with the Air Elemental, as the Fire Elemental can afford to remove itself from the melee. It has average-slow initiative and speed, while its attack value is quite good.
Shooter
  • 10
  • 5
  • 11 - 20
  • 8
  • 6
  • 43
  • 0
  • 50
Neutral - Level 4
Air Elemental
Air Elemental
Sentient beings formed of nothing more substantial than wind and light, Air Elementals are nevertheless dangerous foes. Their familiarity with storms makes them immune to lightning, and their insubstantial form makes it impossible to retaliate against their attacks.
» Abilities & Power » Economics
FlyerThis creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.. No Enemy RetaliationEnemies never retaliate after melee attacks by creatures with this ability.. ElementalThis creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.. Immune to AirAir Magic spells cannot harm this creature..
59813
  • 400
  • 4
Air Elemental » Comment » Attributes
A traditionally quick but vulnerable creature, the Air Elemental does not possess the insubstantial ability for once, which makes its meagre 30 Hit Points a major disadvantage. Its damage range is very smal, but its damage output is quite poor. It is comparatively weak in proportion to the other elementals, though its iniative is superb, and hence able to deal some good offense before succumbing.
Flyer
  • 8
  • 6
  • 5 - 7
  • 17
  • 8
  • 30
  • 0
  • 0
Neutral - Level 4
Water Elemental
Water Elemental
Like their brethren, these elementals are spirits formed of the primary matter of Ashan. The Water Elemental is doubly dangerous, being immune to all cold spells while casting Ice Bolt and Circle of Winter upon its foes.
» Abilities & Power » Economics
CasterThis creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).. ElementalThis creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.. Immune to WaterWater Magic spells cannot harm this creature..
57795
  • 400
  • 4
Water Elemental » Comment » Attributes
The Water Elemental was widely considered the most useful elemental in Heroes IV, and is a similarly effective asset in Heroes V. It is not too bad in comparison to the other elementals in the physical side, while it also has the added bonus of being able to cast spells. Its solid supply of hit points so that you may even run out of spell points before hit points.
Caster
  • 8
  • 8
  • 8 - 12
  • 10
  • 5
  • 43
  • 12
  • 0
Neutral - Level 4
Earth Elemental
Earth Elemental
Solid and unyielding as the rock and soil from which they come, Earth Elementals have 100% immunity to Earth and 50% immunity to other forms of magic.
» Abilities & Power » Economics
Unlimited RetaliationCreature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.. ElementalThis creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.. Immune to EarthEarth Magic spells cannot harm this creature.. Magic-proof 50%Attacking spells inflict 50% less damage to this creature..
63856
  • 400
  • 4
Earth Elemental » Comment » Attributes
Its slow and defensive nature makes the Earth Elemental a fine garrison unit. It is unfortunately much too sluggish to be brought with a exploring army, and its abilities are of particular use during sieges. If given the opportunity, it can deal average damage, but considering its Hit Points, defence, specialties, and lack of speed and initiative, it is largely a block-unit, much like the Treant. Unlimited Retaliation only serves to augment its defensive capabilities.
Walker
  • 8
  • 11
  • 10 - 14
  • 5
  • 5
  • 75
  • 0
  • 0
Neutral - Level 5
Mummy
Mummy
Reviving embalmed corpses of ancient Mages are a serious ordeal for any army. Attacking their enemies, the Mummies can curse them with various spells of Dark Magic. Besides, the Mummies are able to resurrect their allies.
» Abilities & Power » Economics
CasterThis creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).. UndeadThis creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.. Hexing AttackAfter a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering and Vulnerability. All the effects are equal to those of Expert-level spells..
1121542
  • 900
  • 3
Mummy » Comment » Attributes
Caster
  • 8
  • 9
  • 20 - 30
  • 15
  • 3
  • 50
  • 20
  • 0
Neutral - Level 6
Manticore
Manticore
Deterrent creatures with a lion's body, a dragon's wings and a scorpion's tale, the Manticores are worthy opponents. In battle, they are able to overtake their enemies quickly and poison them with venom so deadly that the stuff used by the Assassins would seem liquid medicine if compared to it.
» Abilities & Power » Economics
Large CreatureThis creature is bigger than others and occupies four squares on the field.This creature takes 2x2 squares on the battlefield.. FlyerThis creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.. Poisonous AttackIn addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns.Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning). Multiplier is 1 for Assassins and 4 for Manticores..
1642523
  • 1800
  • 2
Manticore » Comment » Attributes
Flyer
  • 15
  • 15
  • 30 - 50
  • 9
  • 5
  • 120
  • 0
  • 0
Neutral - Level 6
Death Knight
Death Knight
A terrible curse awaits those who are foolish enough to combat these Vampire lords, outcasts from the dark realm of the Necromancers. Death Knights are able to slay numerous enemies with a single strike.
» Abilities & Power » Economics
Large CreatureThis creature is bigger than others and occupies four squares on the field.This creature takes 2x2 squares on the battlefield.. UndeadThis creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.. Cursing AttackDuring attack a curse is put on the target, reducing the damage it can inflict. With each following attack the curse is renewed.Weakness is cast with Advanced mastery.. Deadly StrikeThere's a 25% chance that this creature's attack will kill half the units in the enemy detachment..
2702560
  • 1200
  • 2
Death Knight » Comment » Attributes
The Necropolis' answer to the Paladin has been rejected in favour of the Wraith. The Death Knight has statistics comparable to that of an upgraded level 6 while it costs considerably less to recruit. Its specials are quite unique and very effective, especially Deadly Strike, which is a throwback to the previous games.
Walker
  • 23
  • 23
  • 25 - 35
  • 10
  • 7
  • 90
  • 0
  • 0
Neutral - Level 7
Phoenix
Phoenix
These birds of pure fire roam freely in the skies. They are powerful allies for any hero lucky enough to find their hidden lairs and enlist their support. The essence of fire makes Phoenixes very hard to hit - any attacking creature will burn in their flames. But the most amazing Phoenix ability is to rise anew from the ashes they burn down to after their death.
» Abilities & Power » Economics
Large CreatureThis creature is bigger than others and occupies four squares on the field.This creature takes 2x2 squares on the battlefield.. FlyerThis creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.. Immune to FireFire Magic spells cannot harm this creature.. Fire ShieldWhen this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker, regardless of whether it has counter-attack ability.The attacker suffers 20% of the damage dealt to its target as elemental fire damage.. RebirthOnce during the combat this creature can rise from the dead if killed. The number of revived creatures equals the number of killed ones..
7008576
  • 10000
  • 1
Phoenix » Comment » Attributes
The blazing speed and initiative of the Phoenix are its biggest assets, acting almost 2x more frequently than other level 7s. While its hit points aren't spectacular, it has great attack and defense, and its fire shield specialty does not endear others to attack it. Though its damage is average, it has its rebirth ability to counter its hit point deficiency. It is, however, extremely expensive.
Flyer
  • 33
  • 33
  • 30 - 50
  • 19
  • 10
  • 150
  • 0
  • 0
Neutral Analysis (by ThE_HyDrA)
Walker: 2
Shooter: 1
Flyer: 2
Spellcaster/-: 1

Total Orientation: Another eclectic bunch of neutral creatures grace the land of Ashan in Heroes V. Similar to Heroes IV, the strongest creature in the game is indeed a neutral, the Phoenix (at least according to power rating), while the four elementals return once more. The Death Knight has a lack of Hit Points, but is a potent adversary and has a wealth of specials, as do the rest of the neutrals.
This information comes from the Heroes V release version (v3.0).

Thanks to Lord_Crusader, Labyrinth, GenieLord and Elvin for in-game screenshots.
Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!