Friday, August 22, 2025

63. Hollow Watcher

 



Hollow Watcher


Hollow Watchers are the awakened remains of ancient grovewardens — spirits that fused with their own bones when the leylines ruptured. Their bows crackle with spectral embers, and their gaze pierces mist and veil alike. Often found standing vigil in watch-circles or half-flooded barrow keeps, they do not roam. They wait. And when they fire, it is not at flesh, but at fate.


Hollow Watcher

M

F

S

A

W

H

Notes

6

+0

+0

10

+0

1

Undead, Bow, Omenfire

  • Omenfire : If a Hollow Watcher hits a target, roll a d20. On 16+, that figure suffers -2 Will for the rest of the scenario (cumulative, minimum +0), in addition to damage.
Regions typically found: Any

61. Gravescourge

 



Gravescourge


The Gravescourge does not shriek. It does not flap or dive like a bird of prey. It simply appears, drifting silently above the dead and dying like a phantom. Scholars say it hunts not for hunger, but for something lost within the living — a scent only it can sense, one that lingers just before the final breath. Wounded soldiers speak of pain without sound, of a whisper-thin barb finding flesh before they even noticed the shadow overhead.


Gravescourge

M

F

S

A

W

H

Notes

8

+2

+0

11

+3

8

Animal, Flying, Venom spike, Drawn to Death


  • Drawn to Death: If a model within 10” has 3 Health or fewer, the Gravescourge must move toward that model on its next activation, even if it is engaged in combat and another model is closer. It prioritizes models with low Health when tied. 
  • Venom Spike: If the Gravescourge wins a Fight and causes damage, the target becomes Poisoned.
Regions typically found: The Barrowheath, The Mistwold, The Dead Deep

60. Stranglehusk

 



Stranglehusk

These animate husks emerge from matted fens or moss-choked groves, remnants of corrupted grove-spirits now twisted by the ley-sickness of the land. Once still as a pile of vines, they strike with sudden cruelty, binding prey and dragging them into bramble-thickets to rot. Some whisper with fragmented voices, echoing forgotten spirits they once served.

Stranglehusk

M

F

S

A

W

H

Notes

4

+2

+0

10

+3

12

Plant, Coils, Force Combat 3”


  • Coils: If a figure wins a combat against the creature, but does not do damage, it remains wrapped in coils and may not step back or push back the creature. If the combat is won and damage is dealt, the figure may step back or push back the creature as normal.
  • Force Combat 3”: Whenever a figure moves within 3” of an enemy figure that is currently free to move (i.e. it is not in combat or unable to move because of a spell effect), the enemy figure may choose to force combat. 
  • Plant: Plants are immune to poison and critical hits, and will never force combat with undead.

Regions typically found: Fenmarsh Hollow

59. Barrowgrub

 



Barrowgrub

Barrowgrubs are bloated, corpse-born vermin that gestate in the fetid soil beneath Albion’s barrows and battlefield cairns. They emerge during periods of magical disruption, feeding on leyrot, necromantic residue, or still-warm flesh. Nearly blind, they hunt by tremor and stench, lurching with surprising speed when prey is near.

Their breath reeks of blood rot, and the bile they exude dissolves more than just armor — it carries a scent that draws worse things from below. Some believe they are the larval form of something far older and hungrier.

Barrowgrub 

M

F

S

A

W

H

Notes

4

+1

+0

10

+0

10

Animal, Burrowing, Ambush Strike, Acidic Bile, Slow, Immune to Poison


  • Ambush Strike: If a Barrowgrub is placed on the table via a random encounter or scenario trigger within 1" of a figure, it may immediately make a single Fight roll as if it had charged into combat.
  • Acidic Bile: If a Barrowgrub wins a fight but deals no damage, the target still suffers –2 Armor until the end of the round, as its bile burns through clothing and flesh.
  • Burrowing (Passive): Barrowgrubs may begin the scenario burrowed (off-table or under terrain) and emerge from corpse markers, treasure sites, or ley-sick terrain elements as part of scenario mechanics or region traits.
  • Slow: Barrowgrubs may only make one move action per activation unless forced by another rule or spell.
Regions typically found: Fenmarsh Hollow, The Barrowheath, The Dead Deep




Monday, August 18, 2025

58. Aballin


Aballin

Aballins lurk beneath still water in Albion’s ruin-choked wetlands and flooded catacombs. Appearing no more dangerous than a shallow pool, they wait with unblinking patience. The glint of coins or bone beneath their surface often lures the curious within reach — where pseudopods strike and suffocation begins. Aballins are acidic and can bypass armor with ease.

Aballin 

M

F

S

A

W

H

Notes

4

+2

+0

10

+6

14

Animal, Acidic Engulf, Immune to Normal Weapons, Elemental Resistance (5), Immune to Mind Control, True Sight 

  • Acidic Engulf - Any figure damaged by an Aballin suffers -4 Armor for that attack.

Regions typically found: The Sunken Henge City, The Cairnsea Coast

57. Albion Bestiary




Albion presents a unique setting that differs considerably from the frozen city of Frostgrave, resulting in selective adaptation of Frostgrave’s bestiary. While certain creatures such as wolves, bears, and boars were incorporatedsometimes with updated appearancesother elements did not align with Albion’s thematic direction and required re-skinning. This process involved retaining existing stats and traits while applying new conceptual frameworks to established creatures. Despite these efforts, some gaps remained in Albion’s bestiary, encouraging the creation of original creatures, which will be documented on this blog.

Rather than detailing every conversion or re-skin, only homebrewed creatures will be listed here. The full list of Frostgrave's bestiary entries for Albion, excluding their stats and traits, will be made available as a PDF. Statistics and traits will be provided solely for those creatures that have been created or specifically adapted for Albion. 



Friday, August 15, 2025

56. Averland Mercenaries Warband


 

Averland

The Averlanders are cattle lords, wine-makers, and frontier soldiers, hailing from the sun-drenched plains of the Empire’s southeastern marches. Fierce and plain-spoken, they are heirs to the Brigundian tradition — riders, pikemen, and mercenaries hardened by generations of defending Black Fire Pass against endless Orc and Goblin invasions. Their warbands come to Albion with both honor and profit in mind. Some are bound by duty to uphold ancient pacts with Dwarfs and Sigmar’s legacy, guarding sacred sites much like their vigil at the Pass. Others are driven by Averland’s mercurial nobility, eager to stake claims of wealth, cattle, or renown in the misted isle’s ley-marked ruins. To the common Averlander, Albion is simply another proving ground — a place where stubborn hearts, strong shields, and blunt honesty can prevail.

55. Marienburg Mercenaries Warband






 Marienburg

Marienburg, the richest city in the Old World, sits apart from the Empire it once served, ruled not by nobles but by merchant princes. Gold flows through its canals like blood through a beating heart, buying everything from exotic silks to seasoned killers. In Marienburg, loyalty is a contract, and a sword is just another commodity.

When word reached the city of Albion’s unstable leylines and lost treasures, the ruling guilds and trading houses wasted no time. Ships were fitted out, contracts drawn up, and captains dispatched to secure relics, artifacts, and magical curiosities—anything that could be sold, traded, or hoarded for political advantage. In Albion, Marienburg’s mercenaries fight not for gods or crowns, but for profit and the glory of returning home wealthier than they left.

Thursday, August 14, 2025

54. Middenheim Mercenaries Warband


 Middenheim

From the towering rock of Middenheim, the City of the White Wolf, come warriors as unyielding as the stone beneath their boots. Steeped in the worship of Ulric—the ancient god of wolves, winter, and unrelenting courage—Middenheimers bring a raw, primal ferocity to the field. Wolf pelts mark their most honored, those who have slain the beast in single combat, while long hair, bristling beards, and the absence of helmets lend them a fearsome, almost barbaric aspect. Their rivalry with Reikland runs deep, fueled by centuries of political and religious tension, and stoked further by Count Mannfred Todbringer’s ambition for the Imperial throne.

In Albion, their presence is both a quest for glory and a challenge to rivals. The island’s frozen moors, deep forests, and savage storms call to Ulric’s chosen like a second home. Here, Middenheimers hunt ancient beasts, seek artefacts of the Old World, and prove their dominance over Reiklanders and any other claimants to power. In the wild, ley-haunted ruins of Albion, their battle-cries echo like the howls of their patron—promising no quarter and asking none.

53. Reikland Mercenaries Warband


 

Reikland

From the heart of the Empire, the province of Reikland has long been synonymous with disciplined soldiery, polished armor, and the unshakable faith of Sigmar. These mercenaries are no ragtag fortune-seekers—they are professionals drilled in the art of war, accustomed to marching under the proud red-and-white banners of Altdorf. Their captains are seasoned officers, veterans of border wars and city garrison commands, who bring the same battlefield precision to treasure-hunting that they would to a siege.

Albion’s unstable leylines and ancient ruins have drawn wizards, relic hunters, and kings’ agents alike. For Reikland’s Grand Prince, the land offers more than riches—it is a place to prove the mettle of his men, claim artefacts to bolster his political ambitions, and keep rivals like Middenheim from seizing mystical advantages. The mercenaries themselves see opportunity: Albion’s treasures can buy commissions, estates, and prestige back home.

In the fog-choked ruins and wind-scoured hills, their bright tabards and ordered formations stand in stark contrast to the wild land they now tread. Here, far from the Emperor’s roads, they will fight with the same cohesion and skill that earned Reikland its name—steel, powder, and unwavering discipline.