Left Panel
menu
HomeHome / Total War: WARHAMMER III / Hexoatl / Units / Slann Mage-Priest (High)
Slann Mage-Priest (High) HexoatlHexoatl Lords

Slann Mage-Priest (High)

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.

Slann Mage-Priest (High)

Unit Name

Slann Mage-Priest (High)

Main Unit Key

wh2_main_lzd_cha_slann_mage_priest_high_0

Land Unit Key

wh2_main_lzd_cha_slann_mage_priest_high_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Machine

Class

Command

Custom Battle Cost

650

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

7552

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu9_slann_wm_platform01_mace

├ Engines of War

wh2_main_lzd_slann_palanquin

├ Engine Entity

wh2_main_lzd_slann_mage_palanquin

├ Engine Hit Points

8

├ Num Engines

1

├ Man Entity

wh2_main_lzd_slann_mage

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7536

Mass

2600

├ Engine Mass

2500.0000

└ Man Mass

100.0000

Armour

45

├ Armour

wh2_main_body_45

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

34

├ Engine Speed

34

└ Man Speed

34

Melee Attack

24

Melee Defence

32

Weapon Strength

320

├ Melee Weapon

wh2_main_lzd_cha_slann_lord

Base Weapon Damage

240

Armour-Piercing Weapon Damage

80

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

14

Abilities

  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
    Leadership +16
  • 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.
    Leadership +8
    [[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +20
  • 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.
    Spell Mastery x 110%
  • 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%
  • Banishment
    Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.

Attributes

  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the 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.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.