Slann Mage-Priest (Heavens)These Slann mystics bring ruin to the foe's armies and devastation to its cities.
The favoured servants of the Old Ones, the Slann have considerable intellect and magical abilities, and rule the Lizardmen as venerated Mage-Priests. Although not physically menacing - their bodies are toad-like with large heads and bulbous eyes - with a flick of their multi-jointed fingers, Slann can topple cities, engulf foes in flames or open vast rents in the ground below. Enemy Wizards find even the mightiest incantation they try to employ unravelling before them as the Slann contemptuously waves its hand. The Slann see the world differently from other beings. Their orderly minds are constantly at work - deciphering complex problems and wandering the cosmos. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect - their breaths are shallow and far apart, their eyes unblinking and vacant. Yet the Slann are attuned to more than mortals realise - for they can perceive the magic and raw disorder that has hung in the very air since the great influx of Chaos.
Unit NameSlann Mage-Priest (Heavens)
Main Unit Keywh2_main_lzd_cha_slann_mage_priest_heavens_0
Land Unit Keywh2_main_lzd_cha_slann_mage_priest_heavens_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost550
├ Missile Weapon
├ Missile Damage
├ Missile Ap Damage
└ Base Reload Time
Shots Per Minute
├ Melee Weaponwh2_main_lzd_cha_slann_lord
├ Melee Damage Base240
├ Melee Damage Ap80
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence30
└ Shield Defence0
├ Armour Defence45
└ Shield Armour0
├ Man Entitywh2_main_lzd_slann_mage
├ Man Speed34
├ Man Health8
└ Bonus Hit Points7020
Leadership (Base Morale)85
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
- Shield of the Old Ones
The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
- Greater Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.
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.
Speed and combat penalties caused by terrain are ignored by this unit.
Strengths & Weaknesses
This unit can cast spells.