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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Death Shriek Terrorgheist
Death Shriek Terrorgheist Pirates of SartosaPirates of Sartosa Monsters & Beasts

Death Shriek Terrorgheist

A piercing scream, a swooping shadow upon the water – a dead body drained of blood.

Amongst the impassably jagged rocks of the world’s most inhospitable ocean shorelines, the flying scourges of the sea known as Death Shriek Terrorgheists make their homes within hidden caves. Like their Sylvanian equivalents, they are titanic, dragon-sized bats that can only be controlled by Necromantic means once killed, which is no easy feat to begin with. All Terrorgheists are ambush hunters, but the marine varieties are set apart from their land-haunting cousins by the difference in their habitat. The lack of land features which would usually facilitate the Terrorgheist’s element of surprise has resulted in it adapting its Death Shriek to be a much more powerful weapon. With a piercing scream that paralyses the passengers and crew of any ship it encounters, it swoops down to gather its prey directly from the decks, scooping them up within its talons before returning to its lair to glut itself on warm blood.

Death Shriek Terrorgheist

Unit Name

Death Shriek Terrorgheist

Main Unit Key

wh2_dlc11_cst_mon_terrorgheist

Land Unit Key

wh2_dlc11_cst_mon_terrorgheist

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Number of Units

1

Hit Points

8544

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

bi2_terrorgheist

├ Man Entity

wh2_dlc11_cst_terrorgheist_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

8536

Mass

1600

└ Man Mass

1600.0000

Armour

80

├ Armour

wh2_main_bone_80

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

65

└ Man Speed

65

Melee Attack

38

Melee Defence

42

Weapon Strength

485

├ Melee Weapon

wh2_dlc11_cst_terrorgheist

Base Weapon Damage

135

Armour-Piercing Weapon Damage

350

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • Death Shriek
    Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage.
  • 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
  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.
  • Can Fly
    This unit can fly.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • 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.