Skink Priest (Heavens)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 NameSkink Priest (Heavens)
Main Unit Keywh2_main_lzd_cha_skink_priest_heavens_0
Land Unit Keywh2_main_lzd_cha_skink_priest_heavens_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost250
├ Melee Weaponwh2_main_lzd_cha_caster_hero
├ Melee Damage Base210
├ Melee Damage Ap70
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence26
└ Shield Defence0
├ Armour Defence30
└ Shield Armour0
├ Man Entitywh2_main_lzd_inf_skink_hero_blood_dismembers
├ Man Speed46
├ Man Health8
└ Bonus Hit Points3248
Leadership (Base Morale)55
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
This unit can cast spells.
Whereas some units struggle to fight and move in shallow water, aquatic units excel.