Frost-WyrmFrost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.
The mutating power of Chaos has touched more than just trolls and wolves in the malign wilderness of Troll Country. In its northern reaches, just below the surface of the frozen tundra, Frost-Wyrms lurk in their underground lairs. With the appearance of giant, winged monsters, nobody is entirely sure of their true nature or origins, but they are certainly abominable creatures tainted by Chaos. Some say that before the species mutated, they may have been Ice Dragons – a creature with a similarly dangerous killing ability in its icy, freezing breath, and a gargantuan size proportional to its age. Lying motionless beneath the frozen tundra, the cold-blooded Frost-Wyrm waits for the footfalls of trespassers before emerging to freeze them to death in their tracks.
Main Unit Keywh_dlc08_nor_mon_frost_wyrm_0
Land Unit Keywh_dlc08_nor_mon_frost_wyrm_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupFlying Monster
Naval Unit GroupFlying Monster
Custom Battle Cost1700
├ Melee Weaponwh_dlc08_nor_wyrm
├ Melee Damage Base160
├ Melee Damage Ap290
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence34
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_dlc08_flying_frost_wyrm_blood
├ Man Speed70
├ Man Health8
└ Bonus Hit Points4552
Leadership (Base Morale)61
- The Chilling Aura
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Strengths & Weaknesses
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
- Causes Terror
This unit can fear themselves.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.