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HomeHome / Total War: WARHAMMER III / The Warhost of Zharr / Units / Lammasu
Lammasu The Warhost of ZharrThe Warhost of Zharr Monsters & Beasts

Lammasu

Believed to be a rare mutation of the Great Taurus, the magical Lammasu are the living embodiment of the Dark Lands' rage, exhaling sorcerous clouds to protect their riders.

The Lammasu is a Manticore-like Chaos creature with the body of a gigantic bull, a powerful mace-tipped tail and a massive, ugly head. The Chaos Dwarfs believe that it is a rare mutation of the Great Taurus, a creature who is said to be less of a beast, but rather a manifestation of the Dark Land's rage. The Lammasu is a creature with magical properties, which breathes not ordinary air but the enchanted power of the Winds of Magic. As it exhales, whirling clouds of black sorcery are emitted, which wreathe themselves around the creature, ensorcelling it with protective power against hostile spells. The Lammasu is the favourite mount of the Chaos Dwarf Sorcerers.

Lammasu

Unit Name

Lammasu

Main Unit Key

wh3_dlc23_chd_mon_lammasu

Land Unit Key

wh3_dlc23_chd_mon_lammasu

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1350

Recruitment Cost

1350

Upkeep Cost

338

Number of Units

1

Hit Points

5248

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

bc2c_dlc23_lammasu

├ Man Entity

wh3_dlc23_chd_mon_lammasu

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5240

Mass

1650

└ Man Mass

1650.0000

Armour

45

├ Armour

wh2_main_body_45

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

62

└ Man Speed

62

Melee Attack

36

Melee Defence

44

Weapon Strength

450

├ Melee Weapon

wh3_dlc23_chd_mon_lammasu

Base Weapon Damage

270

Armour-Piercing Weapon Damage

180

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • The Enfeebling Foe
    By means of the Lore of Shadows, the Wizard causes the enemy to be worn down by their own burdens, until they are enervated to a sorry standstill.
    Melee Attack -24
    Melee Defence -24
  • The Withering
    The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
    Armour -30
    Leadership -8
  • Sorcerous Miasma
    Those within sniffing distance of this enchanted pong find their own magical weapons practically useless while they remain there.
  • 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

  • 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.

Strengths & Weaknesses

  • 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.
  • Magical Weapon Negation
    This unit has the ability to negate the [[img:icon_magical_attacks]] magical attacks of enemy melee and missile weapons.