The Heroes of Might and Magic: Olden Era demo gave us an amazing glimpse into the upcoming installment of the series. And what would Heroes be without the neutral units you can recruit into your army while exploring the map?
Here’s a brief overview of the neutral units revealed so far. I wouldn’t take their stats too seriously just yet, since this is only a demo version of the game and they might still change during development.
I firmly believe that more neutral units will be added later on. By the way, take a look at the Peasant and the Ghoul — don’t they look a bit alike? 🙂

A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.
| Living | Attack: 6 | Defense: 6 | Damage: 3-3 | Health: 6 |
| Tier: 2 | Speed: 6 | Initiative: 6 | Movement: Ground | Range: Ranged |
| Duelist: Receives no penalty in Melee, dealing full Damage. | ||||
| Sharpshooter: Deals full Ranged Damage at any range. | ||||
| Prance Away: Blinks to another hex within its movement range. | ||||

Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.
| Magical | Attack: 2 | Defense: 2 | Damage: 2-2 | Health: 6 |
| Tier: 2 | Speed: 8 | Initiative: 8 | Movement: Fly | Range: Melee |
| Pure Resistance: Immune to all Magic Damage. | ||||

The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.
| Living | Attack: 1 | Defense: 1 | Damage: 1-1 | Health: 5 |
| Tier: 2 | Speed: 1 | Initiative: 1 | Movement: Ground | Range: Melee |
| Taxpayer: At the beginning of the day, grants 10 Gold per creature in its army. | ||||
| Beloved Piglet: Loves his pet so much that he can’t live without it… normally. | ||||

I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.
| Undead | Attack: 9 | Defense: 6 | Damage: 4-7 | Health: 20 |
| Tier: 2 | Speed: 5 | Initiative: 5 | Movement: Ground | Range: Melee |
| Enraged: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage. | ||||

The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.
| Embodiment | Attack: 4 | Defense: 8 | Damage: 4-12 | Health: 25 |
| Tier: 3 | Speed: 4 | Initiative: 1 | Movement: Ground | Range: Melee |
| Melee Defence III: Takes -60% Melee Damage. | ||||
| Ranged Defence III: Takes -60% Ranged Damage. | ||||
| Magic Defence III: Takes -60% Magic Damage. | ||||

Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?
| Living | Attack: 8 | Defense: 6 | Damage: 5-7 | Health: 40 |
| Tier: 3 | Speed: 5 | Initiative: 8 | Movement: Ground | Range: Melee |
| Rrr,Jump!: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies. | ||||
| Big Rock,Rrr!: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass. | ||||

These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.
| Magical | Attack: 10 | Defense: 10 | Damage: 10-15 | Health: 40 |
| Tier: 4 | Speed: 6 | Initiative: 6 | Movement: Ground | Range: Melee |
| Remnant of Mad Times: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature. | ||||
| Wheeee: Gives all friendly creatures +3 Morale. Duration: 2 round(s). | ||||

All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?
| Embodiment | Attack: 15 | Defense: 11 | Damage: 13-16 | Health: 35 |
| Tier: 4 | Speed: 3 | Initiative: 5 | Movement: Blink | Range: Ranged |
| Area Strike: Deals Damage to the target and all hexes around it. | ||||
| Starfall: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures. | ||||

Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.
| Embodiment | Attack: 11 | Defense: 18 | Damage: 12-13 | Health: 50 |
| Tier: 4 | Speed: 5 | Initiative: 6 | Movement: Ground | Range: Melee |
| Emboldening Spores: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s). | ||||
| Vegetation Propagation: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage. | ||||

Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.
| Magical | Attack: 16 | Defense: 13 | Damage: 10-10 | Health: 40 |
| Tier: 4 | Speed: 6 | Initiative: 10 | Movement: Ground | Range: Melee |
| Blinding Strike: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage. Duration: 3 round(s). | ||||
| – | ||||

The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.
| Dragon | Attack: 19 | Defense: 24 | Damage: 18-18 | Health: 95 |
| Tier: 5 | Speed: 4 | Initiative: 8 | Movement: Ground | Range: Melee |
| Magic Immunity III: Immune to tier‑3 or lower spells and creature’s abilities. | ||||
| Tenderizing Spit: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s). | ||||
| Leap: Leaps over 1 hex. Pushes all adjacent creatures away, if possible. | ||||
| Sticky Tongue: Aims at an adjacent hex and draws a target that stands further in that direction to it. | ||||

They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.
| Dragon | Attack: 15 | Defense: 15 | Damage: 15-15 | Health: 75 |
| Tier: 5 | Speed: 5 | Initiative: 10 | Movement: Blink | Range: Melee |
| Magic Immunity V: Immune to tier‑5 or lower spells and creature’s abilities. | ||||
| Mana Drinker: Steals 2 mana from the enemy hero (if present) at the start of its turn.Damage at the start of its turn. This effect is stackable. Duration: 2 round(s). | ||||
| Bubble of Silence: Adjacent enemies cannot use abilities. | ||||
| Nullify: Dispels all negative and positive effects from the target. | ||||
| Banish Summons: Dispels all summoned creatures and temporary stacks. | ||||

These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.
| Magical | Attack: 26 | Defense: 19 | Damage: 21-28 | Health: 95 |
| Tier: 6 | Speed: 8 | Initiative: 12 | Movement: Flying | Range: Melee |
| Pure Resistance: Immune to all Magic Damage. | ||||
| Primal Stubbornness: Negative effects do not stay on this creature longer than {0} round(s). | ||||
| – | ||||
| – | ||||

Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.
| Living | Attack: 24 | Defense: 28 | Damage: 27-36 | Health: 85 |
| Tier: 6 | Speed: 6 | Initiative: 9 | Movement: Ground | Range: Melee |
| Dragon’s Blood: Until the end of the next round, becomes fully immune to spells. | ||||
| Dissection: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable. Duration: 2 round(s). | ||||
| Dragon hunter: Deals +100% Damage to Dragons. | ||||
| – | ||||

These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?
| Construct | Attack: 25 | Defense: 25 | Damage: 25-25 | Health: 75 |
| Tier: 6 | Speed: 3 | Initiative: 10 | Movement: Ground | Range: Ranged |
| Duelist: Receives no penalty in Melee, dealing full Damage. | ||||
| Sharpshooter: Deals full Ranged Damage at any range. | ||||
| Magic Defence IV: Takes -90% Magic Damage. | ||||
| Time Loop: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds. | ||||

Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.
| Magical | Attack: 40 | Defense: 40 | Damage: 50-50 | Health: 400 |
| Tier: 7 | Speed: 7 | Initiative: 11 | Movement: Flying | Range: Melee |
| Arina’s Way: Dispels all negative effects from this creature and fully restores own HP. Once per battle. | ||||
| Naira’s Way: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle. | ||||
| Doreath’s Way: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle. | ||||
| Hksmilla’s Way: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle. | ||||

The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.
| Dragon | Attack: 37 | Defense: 26 | Damage: 60-70 | Health: 350 |
| Tier: 7 | Speed: 10 | Initiative: 1 | Movement: Flying | Range: Melee |
| Swift Strike: Enemies do not counterattack. | ||||
| Magic Immunity IV: Immune to tier‑4 or lower spells and creature’s abilities. | ||||
| Dragonbreath Strike: Deals Damage to the target and the hex directly behind it. | ||||
| Disdain: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage. | ||||

Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.
| Undead | Attack: 66 | Defense: 66 | Damage: 99-99 | Health: 999 |
| Tier: 8 | Speed: 9 | Initiative: 9 | Movement: Flying | Range: Melee |
| Magic Defence III: Takes -60% Magic Damage. | ||||
| Cone Strike: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. | ||||
| Bone Absorption: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities. | ||||
| Self‑Reconstruction: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones. | ||||
| Bone Armageddon: Deals [333 × amount of units] Pure Damage to all other creatures. | ||||

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Couatl from HotA is better one.