Skink Priest Avatar
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 Avatar |
Main Unit Key wh2_main_lzd_cha_skink_priest_0_summoned |
Land Unit Key wh2_main_lzd_cha_skink_priest_0_summoned |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Command |
Cost 200 |
Recruitment Cost 600 |
Upkeep Cost 150 |
Melee Attack 22 |
280 |
├ Melee Weapon wh2_main_lzd_cha_caster_hero |
├ Melee Damage Base 210 |
├ Melee Damage Ap 70 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 10 |
26 |
├ Base Defence 26 |
├ Shield none |
└ Shield Defence 0 |
0 |
├ Armour wh_main_body_0 |
├ Armour Defence 0 |
└ Shield Armour 0 |
2200 |
├ Man Entity wh2_main_lzd_inf_skink_hero_blood_dismembers |
├ Man Speed 46 |
├ Man Health 8 |
└ Bonus Hit Points 2192 |
Leadership (Base Morale) 55 |
Abilities
- Unbinding
Summoned creatures exist in this world on borrowed time, disappearing back to the Winds from whence they came.
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel. - Ethereal
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.