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HomeHome / Total War: WARHAMMER III / Naggarond / Units / Chill of Sontar (War Hydra)
Chill of Sontar (War Hydra) NaggarondNaggarond Monsters & Beasts

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.

Chill of Sontar (War Hydra)

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

Hit Points

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

Mass

5000

└ Man Mass

5000.0000

Armour

60

├ Armour

wh2_main_body_60

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

46

└ Man Speed

46

Melee Attack

64

Melee Defence

41

Weapon Strength

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