Skink Priest (Heavens) (Terradon)
Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.
Unit Name Skink Priest (Heavens) (Terradon) |
Main Unit Key wh2_main_lzd_cha_skink_priest_heavens_1 |
Land Unit Key wh2_main_lzd_cha_skink_priest_heavens_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Cost 700 |
Recruitment Cost 800 |
Upkeep Cost 200 |
Melee Attack 22 |
300 |
├ Melee Weapon wh2_main_lzd_cha_terradon_hero |
├ Melee Damage Base 220 |
├ Melee Damage Ap 80 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 20 |
26 |
├ Base Defence 26 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_body_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
3692 |
├ Man Entity wh2_dlc16_lzd_warbeast_rider_360_hero_blood_low_kb_resist |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 3676 |
├ Mount wh2_main_lzd_mnt_terradon_hero |
├ Mount Entity wh2_main_lzd_terradon_hero_blood |
├ Mount Speed 60 |
└ Mount Health 8 |
Leadership (Base Morale) 55 |
Abilities
- Drop Rocks
Crude though it may be, swiftly swooping in low to pepper the foe with rocks remains a most effective tactic. - Cold-Blooded
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Death from Above
While airborne, this unit can use a special attack to damage enemies below.