| | Inferno | Abilities / Description / Tavern Rumour |
 | Imp | Mana destroyer (Creature destroys some of the enemy hero's mana at the beginning of combat. The amount of destroyed mana depends on the number of creatures.). |
| Imps are small cunning creatures who are rather weak in close combat -- their strength lies in numbers. Imps possess a Mana Leech skill, which allows them to destroy the magical energy of an enemy hero. |
 | Familiar | Mana stealer (Creature takes some of the enemy hero's mana at the beginning of combat and transfers it to own hero. The amount of stolen mana depends on the number of creatures.). |
| Familiars are small, cunning creatures who are rather weak in close combat. Their strength is in their numbers. Familiars possess a Mana Channel skill, which allows them to steal magical energy from enemies and deliver it to the heroes of their army. |
| | Some Demon Lords love fighting with armies headed by other heroes. Going into those battles they always take a few Imps with them. An enemy hero who suddenly realises they've run out of magical energy is quite a sight, you know! And where did that energy go? Stolen by the Imps, of course, and transferred to their commander. And then the real fun starts! |
 | Horned Demon | Enraged. |
| Horned Demons are slow and sturdy creatures who serve as the basic infantry of the infernal armies. They are built to withstand great amounts of damage, as their thick hide is hard to penetrate. |
 | Horned Overseer | Enraged. Explosion (Creature damages all creatures around itself, but not itself (activated ability).). |
| Horned Overseers are slow and sturdy creatures who can withstand great amounts of damage. These beasts can "implode" in a surge of primal chaos energy, doing great harm to all creatures around them. |
| | Do you play chess? An excellent game for a true commander. By the way, I'd suggest sacrificing this pawn. Pawns really shouldn't be spared, as a rule. Especially if it's a pawn which would drag a few enemies to hell with it. Oh, and the best candidates for this role in combat are Horned Overseers - just don't forget to use their self-exploding ability. One explosion, another, checkmate. |
 | Hell Hound | No abilities. |
| Fury drives the Hell Hound to move quickly around the battlefield, striking with great strength and anger. Their rage when fighting is also a weakness, however. Hell Hounds care little for their own safety and leave themselves vulnerable in order to focus all their energy on the attack. |
 | Cerberus | Three-headed attack. No enemy retaliation. |
| Fury drives the Cerberus to move quickly around the battlefield and strike with great strength and anger, but in its rage it often pays too little heed to its own defense. Cerberus attacks are impossible to defend against, and its three-headed strike can hit multiple enemies. |
| | No Tavern Rumour |
 | Succubus | Shooter. Ranged retaliation (Creature retaliates after enemy ranged attack with its own ranged attack, provided it is not blocked by enemy and has not used up all its retaliation attacks.). |
| A Succubus will create spheres of fire and throw them at her enemies. Any attacking troops must be prepared for a rain of flames if they are going to face a Succubus in battle. |
 | Succubus Mistress | Shooter. Ranged retaliation. Chain shot (Creature inflicts damage to selected target and the three other targets nearest to it. Each successive enemy struck receives half the damage of the previous one.). |
| Succubus Mistresses summon spheres of fire and hurl them at their enemies. Their accursed flame does not stop when it hits an enemy, instead it spreads and soon other creatures will find themselves burning. |
| | No Tavern Rumour |
 | Hell Charger | Large creature. Fear attack (There's a chance the enemy attacked by this creature panics and tries to run to the edge of the arena to get as far away from the creature as possible, losing all initiative accumulated by this time. (Doesn't affect creatures immune to Mind-related spells).). |
| The Hell Charger is a cruel beast summoned from the depths of Sheogh. Horror surrounds this creature, and even the bravest warrior can have difficulty finding strength to raise his weapon when a Charger attacks. |
 | Nightmare | Large creature. Fear attack. Fright aura (All enemies positioned within 3 game tiles from this creature get their morale reduced by three units (doesn't affect creatures whose morale is always neutral).). |
| Nightmares are spun from the most twisted visions of the denizens of Ashan. Horror surrounds this creature and even the bravest warriors have difficulty finding the strength to raise their swords when a Nightmare attacks. The Fright Aura around this creature is such that its foes lose morale bonuses when it is nearby. |
| | Did you hear the latest? Stupid humans scare their unruly children with Devils and Imps! It must be a long time since they clashed with Demon armies - they forgot who can really panic the enemy troops! Nightmares are the true embodiment of fear and chaos, and they sow it well on the battlefield. But don't worry, we'll remind them about it soon enough... |
 | Pit Fiend | Large creature. Caster. |
| These mighty fiends come from the darkest pits of the underworld to do the bidding of their masters. They are skilled both in close combat and offensive magic. |
 | Pit Lord | Large creature. Caster. Vorpal sword (Each attack or counter-attack by this creature is guaranteed to kill at least one unit in the enemy army.). |
| These mighty fiends are summoned from the darkest depths of the demonic realms. They are skilled both in close combat and offensive magic. Pit Lords carry a Vorpal Sword, its dark power instantly killing any creature unlucky enough to be struck by it. |
| | Great news! Didn't you hear? Infernal Games are starting soon, bets are accepted already. I'm going to back up Pit Lords, no question about it. Who else has such smashing swords? Every strike produces a dead body, and no getting away from it. They say even Devils are sometimes afraid to challenge them directly. |
 | Devil | Large creature. Teleportation. |
| Devils are summoned from their fiery realm to lead the battle under the command of heroes from Sheogh. They have the ability to teleport on the field of battle, which means that no enemy can escape their savagery. |
 | Arch Devil | Large creature. Teleportation. Summon Pit Lords (Once during the combat creature can summon Pit Lords to replace its killed friends. Number of Pit Lords summoned depends on the number of creatures who use this ability (activated ability).). |
| The great Arch Devils rise from their fiery realm to lead the infernal armies. They have the ability to teleport on the field of battle, so no enemy can escape their savagery. Arch Devils can summon Pit Lords to fight for their cause. |
| | An Archdevil is not one but two trump aces up a Demon Lord's sleeve. All they have to do to use the second ace is sacrifice some sixes - e.g. Imps. Then Archdevils will be able to summon Pit Lords in their place! Nice trade, isn't it? Lots and lots of enemy troops who presumptuously attacked Demon armies suddenly found their weak little foes replaced by Pit Lords! And they also found their graves on the battlefield... |