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Golems in Warhammer
Golems have a rather patchy history in Warhammer and WFRP. The conventional four types – clay, flesh, iron, and stone – were established in fantasy games by the AD&D Monster Manual back in 1977, and Citadel made a few Golem figures in the late 70s and early 80s.


No rules were published for Golems in Warhammer, although it might be argued that the Ushabti from the Tomb Kings army lists are a form of Golem.
A couple of Flesh Golems appeared in WFRP 1st edition adventures. Death on the Reik featured the Wittgenstein Monster, and a similar creature appeared in the adventure “The Curse of the Reichenbachs” in Death’s Dark Shadow. Golems were mentioned in the WFRP 2nd edition supplements Liber Necris and Renegade Crowns, but without game stats. A kind of Flesh Golem appeared in Forges of Nuln, but it was far from standard – if a Flesh Golem can ever be described as standard.
My earlier post on Gargoyles covered the living-statue type of that creature, and can be used for Stone Golems. Another take on Stone Golems is given below, along with the other three “classic” Golem types. As always, everything that follows is completely unofficial and should be regarded as a fan work. No challenge is intended to trademarks or copyrights held by Games Workshop, Cubicle 7, or anyone else.
Golems
Imbued with a semblance of life through magical and alchemical processes, Golems are Constructs of flesh or other materials. Most take humanoid form, but theoretically that can be any shape.
A distinction must be made between true Golems and the humanoid mechanical constructs made by some Dwarven and other engineers. Golems are animated by magic rather than engineering, while the others rely on steam and other power sources and move by the action of gears, wires, and levers.
Stone Golems include the massive Ushabti of ancient Khemri, animated Gargoyles, and other living statues. They are often created as guards, and given orders to attack anyone except their controllers.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 4 | 45 | 25 | 75 | 75 | 10 | 10 | 10 | – | – | – | 28 |
Traits: Armour 3, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire, electricity), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +10
Optional: 2 Fists +10, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +10
Iron Golems (and more rarely, Golems of brass or other metals) are also used as guards and troops, although they can only guard a location for a few centuries before becoming corroded and useless. Their great strength makes them useful as menials and labourers.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 4 | 45 | 25 | 70 | 70 | 10 | 10 | 10 | – | – | – | 28 |
Traits: Armour 2, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +9
Optional: 2 Fists +9, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +9
Clay Golems are less durable than most other types but easier to make, and the secrets of their construction are more widely available. There are many tales of a Clay Golem being constructed by a learned priest or other scholarly individual as a bodyguard or servant.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 4 | 25 | 25 | 65 | 65 | 10 | 10 | 10 | – | – | – | 18 |
Traits: Armour 1, Construct, Dark Vision, Fear 1, Immunity (poison), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +8
Optional: 2 Fists +8, Die Hard, Size (Small to Large), Magic Resistance 1
Flesh Golems are often made by necromancers, although they are not undead. Instead, they use alchemical processes to imbue a dead body – or a construct assembled from parts of several bodies – with a semblance of life and intelligence.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 4 | 20 | 0 | 60 | 60 | 10 | 10 | 10 | – | – | – | 18 |
Traits: Afraid (Fire), Construct, Fear 2, 2 Fists +7, Stupid, Territorial (one building or small area), Weapon +7
Optional: Die Hard, Size (Large)
The Monsters so Far:
Menfish – Another Lost Warhammer Race

Menfish? Yes, that’s right. These creatures were briefly a part of Warhammer lore. As well as the ad above from the first Citadel Compendium (1984), they were written up in the first edition Warhammer rules:


A few other humanoid fish types were released, such as the Fishman in the C38 Chaos Beastmen release and the early WH40K minitaure “Zhar d’uin, Piscean Prince,” but there was no further attempt to develop the Menfish concept or to create another aquatic or amphibious race.
Blazindragon left a comment in my post on Chaos Snakemen asking if I could cover the Fishmen for WFRP 4th edition, so here goes. As always, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.
Menfish

Menfish live in the underwater caves beneath the sea, and a few communities have been found in larger lakes. They live by fishing, mounting night-time raids on coastal villages, and sinking ships. Loyal only to their own kind, they attack the communities of Humans, Elves, Greenskins, and others without making any distinction between them.
The Sea Elves and other peoples have sent embassies to the Manfish communities of the northern seas proposing alliances against the forces of Chaos, but without success. It seems that the Menfish treat all outsiders as enemies, and only a handful of ambassadors escaped with their lives.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 4 | 30 | 20 | 20 | 20 | 30 | 25 | 30 | 25 | 30 | 15 | 9 |
Traits: Afraid (Fire, Sunlight), Amphibious, Animosity (other species), Bite +4, Cold-blooded, Night Vision, Swamp-strider, Territorial, Weapon +6
Optional: Armour 1, Hatred (other species), Ranged +6 (6 yards), Stealthy
The Monsters so Far:
Leaping Slomm Two-Face: Another Old Citadel Miniature
Here is another creature from the “The Mark of Chaos” article in The First Citadel Compendium.

Slomm was one of three creatures presented as worked examples of the article’s Chaos attributes system.
Miniatures were made for all three, but Slomm was the only one to appear in two versions. According to the excellent Stuff of Legends web site, the original design, based on Tony Ackland’s illustration, did not cast well. By the time the second Citadel Compendium was published the following year, it had been replaced by a more upright version, and the original is now a collector’s item.
Slomm has sunk into undeserved obscurity, although there was a flurry of excitement in 2014 when some images of Tim Prow’s “Son of Slomm” project appeared on the Realm of Chaos 80s blog.
Tim’s Diehard Miniatures still produces the “Son of Slomm,” though I didn’t know until Garrett Sheehan pointed me to it. Thanks, Garret!

Below is my re-imagining for Warhammer Fantasy Roleplay 4th edition, using the expanded Physical Mutations table in the Enemy in Shadows Companion and the free 4th Edition Conversion Rules from Cubicle 7. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.
Leaping Slomm Two-Face, Chaos Troll
Trolls are often found among the forces of Chaos, and many show signs of corruption and mutation. Some acquire too many mutations and become Chaos Spawn. This fate almost certainly awaits Slomm, at some point in the future.
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 8 | 30 | 15 | 55 | 45 | 10 | 15 | 15 | 10 | 20 | 5 | 38 |
Traits: Ambidextrous, Armour 2, Bounce, Die Hard, Fear 2, Frenzy, Infected, Mutation (see below), Regenerate, Size (Large), Stupid, Tough, 2 Tusks +9, 2 x Vomit, 2 Weapons +9
Mutations: An asterisk (*) indicates that Slomm’s stats and Traits have been amended to reflect the mutation’s effects.
- Multiple Heads (new)*
- Beast Head (Walrus – new)*
- Long Legs*
Walrus?
There are no rules for a Walrus head in the Enemy in Shadows Companion, so I decided that Slomm’s tusks replace his normal bite attack, adding +1 to Damage because of their size.
The second miniature has much smaller tusks, and it would be appropriate to give it the Bite +8 attack common to all Trolls. The same is true of Tim Prow’s “Son of Slomm,” which has one dog head and one Rat-Ogre head.
The Monsters so Far:
The Mud Elemental: Two Old Monsters Combined for WFRP4
The Viydagg and Mardagg were not the only unusual “elementals” in Citadel’s miniatures range in the ’80s. The C22 “Creatures” range included a Mud Elemental, for which game rules and stats were never published.

Five years later, in the Doomstones adventure Blood in Darkness, a creature named Xhardja appeared. Also made of living mud, Xhardja took the form of lashing tentacles that rose up to attack trespassers in its mud-choked lair.

I wondered whether these two creatures might be one and the same. While Xhardja didn’t rear up in humanoid form to talk to the PCs, it is entirely possible that it could have done so. So I decided to combine the two. Here are stats for WFRP4. As always, everything that follows is to be considered a fan work and no challenge is intended to copyrights held by Games Workshop, Cubicle 7, or anyone else.
Mud Elemental

There is some debate among Wizards and other academics over whether or not these entities are true Elementals, or constructs magically animated from mud, or something else entirely. Those who reject the term “Elemental,” and those who do not concern themselves with such distinctions, simply call them Mudmen.
Mudmen are found in swamps and other muddy areas, both above and below ground. They can draw themselves up into a humanoid shape or sink down and become indistinguishable from the mud around them, attacking with a number of tentacles of animated mud.
Two profiles are provided below, one for the creature’s humanoid form and one for a single tentacle. The creature has a number of tentacles equal to its Wounds score, and each tentacle that is destroyed reduces the creature’s overall Wounds total by 1.
Humanoid Form
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 3 | 45 | – | 45 | 50 | 45 | 20 | 35 | 40 | 55 | 25 | 19 |
Traits: Amphibious, Bash (2) +8, Construct or Daemonic, Dependent (Mud), Dark Vision, Painless, Shapeshift (Mud), Swamp-Strider, Unstable
Optional: Die Hard, Size (Large), Territorial
| New Traits Dependent (Various) The creature requires something to sustain it. At the end of every round in which it has not been in contact with the required substance, the creature loses 1 Wound regardless of Toughness and armour. Shapeshift (Mud) The creature can shift between humanoid form and an amorphous form in which it becomes one with the surrounding mud. The transition takes a full Action. While shapeshifted into amorphous form, the creature is vulnerable only to attacks that have an area of effect or to attacks directed against its tentacles. |
Tentacle
| M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
| 2 | 33 | – | 45 | 50 | 65 | 10 | 15 | – | – | – | 1 |
Traits: Amphibious, Painless, 1 Tentacle +6, Swamp-Strider, Unstable
Optional: Die Hard, Size (Large), Territorial








