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I suggest the following abilities:
Rogue - Scouting (like in Heroes 3)
Scoundrel - Also scouting + 1 gold from each enemy killed on the battlefield.
Lumberjack - 10 lumberjacks bring 1 unit of wood at the beginning of each week + protection from being entangled by roots.
Hunter - Can shoot, but doesn't bring wood. Protected from being entangled by roots.
Fire Elemental - A rather fragile creature, can create a fire wall 2 times and absorb damage from enemy fireballs and Armageddon, converting it into mana and giving it to the hero.
Pyromancer - Will be able to cast a wall 3 times or shoot a fireball 2 times, also absorbs damage and can summon (number of pyromancers/2) fire elementals once per battle.
Hero Soul - Has incorporeality and can fully heal a selected creature once per battle.
Paladin Ghost has high speed and incorporeality, can heal any friendly creature, and no one dares to retaliate against its attack. However, it will have few hit points.
Fire Pegasus - Has a fire shield, can fly, and has complete resistance to all magic except ice. The Pegasus takes double damage from ice, and its initiative is reduced by half.
Winged Fire - Immune to all magic, can fly, and is not as vulnerable to ice (the spell acts like on a normal creature), but attacks with fire at a range of 2 cells, although the damage at 2 cells is halved.
Wild Naga - No one can retaliate against it, it has a lot of health (~130), attacks with 4 blades, has rage. Retaliates against all attacks.
Naga Queen - No one can retaliate against it either, it has 150 HP, fixed damage, attacks all nearby enemies, and can cast a mass bloodlust spell once per battle. Retaliates against 2 attacks.
Ancient - A very strong (60 armor, 290 HP) but very slow (speed 4) warrior with an initiative of 11. In melee combat against the Ancient, any creature will be weakened by a random spell from the school of dark magic.
Lord of the Ancients - Incredibly protected (80 armor, 320 HP), but still very slow (speed 4) warrior with an initiative of 10. Damage from ranged attacks can be deflected with a 10% chance. Any attacker in melee combat will be cursed by a random spell from the school of dark magic. Once per battle, each Ancient can bring 100 units of mana to its hero (cannot exceed the maximum), at the cost of its own life. The growth of the Ancient, regardless of the castle level, is 1.
=)