Chill of Sontar (War Hydra)
The Chill of Sontar is a ruthless killing machine.The Hydra is a titanic beast of the mountains, whose ill-tempered and ravenous nature has proven the doom of many an unsuspecting morsel. Indeed, so ferocious is the Hydra that campaigning armies often make wide detours to avoid intruding on such a beast's bone-strewn lair. Those that march on regardless do so either out of confidence in their battle-prowess or ignorance of the Hydra's savagery. War Hydras are notoriously difficult for their handlers to control, and a Beastmaster must be quick with his lash lest he be devoured in the enemy's stead. They are even more difficult to slay, for not only are their scaly bodies incredibly well armoured, they also regenerate damage at a frightening rate. A foe's only chance is to sever all the monsters heads in quick succession - if even a single one remains, the remainder will swiftly gross back and devour the impudent attacker for his troubles.
Unit Name Chill of Sontar (War Hydra) |
Main Unit Key wh2_dlc10_def_mon_chill_of_sontar_ror_0 |
Land Unit Key wh2_dlc10_def_mon_chill_of_sontar_ror_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1950 |
Recruitment Cost 1950 |
Upkeep Cost 488 |
Number of Units 1 |
9458 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts dr2_hydra |
├ Man Entity wh2_dlc10_hydra_chill_of_sontar |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 9450 |
5000 |
└ Man Mass 5000.0000 |
60 |
├ Armour wh2_main_body_60 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 75 |
46 |
└ Man Speed 46 |
Melee Attack 64 |
41 |
440 |
├ Melee Weapon wh2_dlc10_def_war_hydra_ror_0 |
├ Base Weapon Damage 140 |
├ Armour-Piercing Weapon Damage 300 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 45 |
Abilities
-
Frost Breath
This ice-cold breath delivers freezing death, slowing down those who are fortunate to survive the exposure. -
Another Takes its Place
The titanic, deadly Hydras are notoriously difficult to kill; their broken bodies regenerate, rising up again to devour anew. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Weakness to Fire Damage -20
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. -
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
- Frost Breath
This icy blast freezes and slows the foe, its withering cold hampering their attacks. - Frostbite
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |