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Posts from Bosses in Heroes 6.

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15 years ago
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Archangel Michael

Michael was born into an angelic family of healers, but fate led him in the opposite direction. Even in his youth, he was recognized as a military genius, and in his first Campaign, he saved Ashan from a demon invasion, defeating the famous Azkaal, Prince of Destruction. When the smoldering conflict between the angels and the Faceless Ones escalated into open war, Michael was placed at the head of the armies of Light, leading them into battle against the children of Darkness. The following decades of cataclysms are known as the Wars of the Ancients. Michael's victories gave rise to many legends, but ended with the death of the archangel... His sudden and inexplicable return to Ashan was called a miracle by Emperor Liam the Falcon, and he immediately took Michael as his military advisor.

- On the battlefield, Michael is supported by Michael's Guardians, who take damage instead of him.
- Michael can utter the "Holy Word," healing friendly troops and killing the player's warriors.
- Michael can increase the damage of friendly units.
- The Archangel can turn the corpse of a Guardian into an eight-pointed star, dealing damage to the player's troops.
- If Imhaël cannot turn the corpse into a star, he receives an additional turn.
- This is a living creature, immune to all harmful effects.



Daughter of Malassa (Kate)

"The Incarnation of Malassa is one thing, at least they only rampage at night. The Daughter of Malassa is another... A mad Knight of the Dragon Order, a shadow of a nightmare, driven by her cursed soul." This is a quote from the diary of Johann, a priest of the Falcon, which summarizes all the limited knowledge that the Holy Empire has about the Knights of the Dragon Order and their dragon form. The Mages of the Seven Cities write that the Knights of the Dragon Order became so on the day they discovered the "inner dragon" within themselves and took an oath to protect Ashan. They dedicate themselves to Elrath, Malassa, or other Elemental Dragons, considering them benevolent patrons. The greatest Knights of the Dragon Order possess the art of taking on the form of their patron, and although this "dragon" is usually smaller than a real one, it retains most of the abilities that the knight possesses. This often makes it a much more formidable opponent than a real, "wild" dragon.

- This is the boss of the second mission of the Final Campaign - "Too Bright for Darkness".
- Kate deals damage to all units on the attack line (2x2 cell line).
- The Daughter of Malassa can summon Dark Elementals.
- The Daughter of Malassa can grant a unit immunity to positive effects and dispel all already applied ones.
- When attacking Kate, troops become fatigued and deal less damage on the next attack.
- This is a living creature, immune to harmful effects that prevent action.



The original material was prepared by Ranmaru Rei
The final information about the bosses was added by Pobeditel
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15 years ago
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Hai Ro (Water Dragon)

Embodiments of Shalassa, the Dragon of Water, often guard sacred places, the entrance to which is forbidden to ordinary mortals.
The Water Dragon embodies the magical properties of Water, and those who are close to Shalassa can summon it in a time of great need. The Nagas revere these spirits as the most majestic creatures that can be found in the waters of Ashan.
And only the bravest armies will dare to challenge one who is like a natural disaster in battle.

- This is the boss of the 3rd mission of the Unconquered Tribes campaign - "Barbarian Seven"
- The battle with this boss is optional: you can negotiate with it or ignore it
- Hai Ro attacks all units around it within a radius of two cells, pushes them back, and freezes them
- The Water Dragon can summon River Spirits
- Hai Ro can damage and freeze a unit at a distance
- This is a spirit with immunity to harmful effects of Water magic and to any effects that prevent action.
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14 years ago
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Archangel Uriel

Uriel is a powerful archangel who fought in the Wars of the Ancients, and since then, he has been haunted by guilt over the deaths of his mother Aurora and brother Michael at the hands of the Faceless. This feeling grew into a deep hatred for the Faceless, and his desire to destroy them is surpassed only by his desire to bring back his mother and brother.
Until now, the Twilight Covenant—a treaty of eternal peace between Light and Darkness signed by all angels, including Uriel—stood in the way of realizing this dream.
But Uriel found a way to bypass it by calling upon a new generation of angels born after the treaty was signed. He still hopes to launch a crusade.

- This is the boss of the 4th mission of the Necropolis Campaigns - "The Spider's Trap"
- During the battle, the archangel will be supported by Uriel's Guards—units of Guards and Crossbowmen with increased stats, but no abilities
- Uriel resurrects completely destroyed guard units at the end of every round; if there is no one to resurrect, he moves twice
- Uriel can dispel all negative effects or maximize the morale of any of his guards
- Uriel is immune to negative effects and is a living creature.



Aribban

The Prince of Hate and the right hand of Lord Ur-Hikon, Aribban is a cold-blooded intriguer of the highest class, and that is in a land where the weather can be described as "scorching heat" and intrigue is a national sport. Aribban's primary aim is to sow discord between allies, brothers, and yesterday's friends, and he is aided in this by the ability to peer into anyone's soul and see all their dreams and fears.
His best plans, such as the plan to destroy the House of Falcon, grow into monumental strategies with carefully thought-out interconnections and a consideration of the balance of enmity throughout Ashan.

- This is the boss of the 4th mission of the Light Alliance Campaigns - "Defeat and Victory"
- Aribban summons demon reinforcements for himself every turn if a unit was destroyed on the previous turn
- Aribban can force a player's unit to attack a unit friendly to it
- The Prince of Hate can increase magic damage against a specific target until the end of the battle
- When attacking, Aribban steals a portion of the opponent's luck for himself
- Aribban is immune to negative effects that hinder action, is a living creature, is vulnerable to Light, but has Fire resistance.



Broodmother

Everyone has a mother, but the Broodmother is called the mother of all mothers beneath the surface of Ashan. This spawn of Ur-Aazeel, the Lord of Propagation, is the living embodiment of the idea that Ashan should not just be destroyed, but filled with creatures of Chaos.
The stream of creatures born from the Broodmother is completely devoid of any attachment to the mother and strives to disappear as quickly as possible before she grows hungry.

- This is the boss of the 4th mission of the Sanctuary Campaigns - "Life-in-Death and Death-in-Life"
- The Broodmother can deal great damage to all creatures in front of her
- The Broodmother can shoot an imp at a target within three tiles
- This is a living creature, immune to effects that hinder action; with Fire resistance and vulnerability to Light.



Mother Namtaru

Mother Namtaru is one of the strangest creatures that walk, or rather, crawl across Ashan. She is a semi-physical, semi-spiritual embodiment of the nightmares of Asha, the First Dragon of Order.
Like her lesser counterparts, the namtaru, she looks half-spider, half-woman, and it is often said that such a structure reflects the deadly side of Asha. Mother Namtaru's three heads are also linked to Asha, who governs three spheres: life, death, and fate.
Although the nagas held her captive for hundreds of years, after being freed by the Necromancers, Mother Namtaru directs her actions not toward revenge, but toward maintaining the sacred cycle of life and death.
Necromancers worship this ghastly creature and use her sacred venom to create their powerful vampires. She regularly guides her followers through barely audible whispers or in dreams.
Mother Namtaru's power is so great that it puts her almost on a par with the Elemental Dragons.

- Mother Namtaru can perform a leap, dealing damage to all units under the leap trajectory
- Namtaru can cast "Nightmare Web" on the battlefield, which blocks any unit in a 3x3 area
- Namtaru can create a "Dream Shield" around herself, which will absorb 90% of the damage dealt to the boss until the end of the fight
- Mother Namtaru can summon ghosts and eat them to restore her health
- This is an undead and poisonous creature.



Void Worm

The Void Worm is the embodiment of Ur-Vomoch, the Lord of Gluttony. This is a huge worm whose soft flesh is covered by thick, spiked rings. Its maw is framed by horns that allow it to quickly dig tunnels in the semi-molten rocks of Sheo. The food for the insatiable and gluttonous worm consists of the screams of those sacrificed to it, as well as those it catches on the battlefield, and it is ready to continue its feast forever.

- The Void Worm can completely swallow a single-unit player squad and digest it over several turns, during which it cannot move
- The Worm can move and shoot
- When taking melee damage, the Void Worm attempts to retreat, otherwise it counterattacks
- Deals damage over three turns to a unit that attacked the Worm in melee
- If the Void Worm's health falls below 35%, it begins to move more frequently and respond to all attacks
- This is a living creature, immune to effects that prevent action, with Fire resistance and vulnerability to Light.
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14 years ago
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Thunderbird

The realm of spirits is divided into elemental realms, each inhabited by special types of spirits and elementals, the most powerful of which are dragons themselves. The Thunderbird, known in the writings of the Seven Cities as the Roc bird, is one of the greatest Air Spirits. Being bound to the material world, with every flap of its mighty wings, the thunderbird causes storms and hurricanes. Most often, mages or priests of Ialat summon the bird through a complex ritual, but sometimes a Roc egg appears on its own in a place where lightning struck the ground.

- This is the boss of mission 1 of Pirates of the Wild Sea - "Adventures of Captain Hack"
- The Thunderbird can create "Immobilizing Wind," thereby immobilizing the target enemy creature for 2 turns.
- The Thunderbird can summon a "Hurricane" that flips all enemy creatures.
- The Thunderbird can create "Chain Lightning," which deals 1500 damage (Air) to the target creature and jumps to three additional creatures.
- The Thunderbird can create "Static Discharge," so that each enemy creature receives 1000 damage (Air) and an additional 1000 damage to each adjacent creature
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