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HomeHome / Total War: WARHAMMER II / Last Defenders / Units / Skink Priest (Beasts) (Terradon)
Skink Priest (Beasts) (Terradon) Last DefendersLast Defenders Command

Skink Priest (Beasts) (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.

Skink Priest (Beasts) (Terradon)

Unit Name

Skink Priest (Beasts) (Terradon)

Main Unit Key

wh2_main_lzd_cha_skink_priest_beasts_1

Land Unit Key

wh2_main_lzd_cha_skink_priest_beasts_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

Weapon Strength (Weapon Damage)

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

Melee Defence

26

├ Base Defence

26

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_body_30

├ Armour Defence

30

└ Shield Armour

0

Health

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.