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HomeHome / Total War: WARHAMMER III / Last Defenders / Units / Skink Priest (Beasts)
Skink Priest (Beasts) Last DefendersLast Defenders Heroes

Skink Priest (Beasts)

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.

Skink Priest (Beasts)

Unit Name

Skink Priest (Beasts)

Main Unit Key

wh2_main_lzd_cha_skink_priest_beasts_0

Land Unit Key

wh2_main_lzd_cha_skink_priest_beasts_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

250

Recruitment Cost

600

Upkeep Cost

150

Number of Units

1

Hit Points

3256

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7_skink_staff_and_club

├ Man Entity

wh2_main_lzd_inf_skink_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3248

Mass

250

└ Man Mass

250.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

46

└ Man Speed

46

Melee Attack

22

Melee Defence

26

Weapon Strength

280

├ Melee Weapon

wh2_main_lzd_cha_caster_hero

Base Weapon Damage

210

Armour-Piercing Weapon Damage

70

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

10

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
  • 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%

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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.