Chill of Sontar (War Hydra)

ID: wh2_dlc10_def_mon_chill_of_sontar_ror_0


Chill of Sontar (War Hydra)
1 2000 500
Frost Breath
Causes Terror
Armour 60
Leadership 75
Speed 46
Melee Attack 64
Melee Defence 34
Weapon Strength 440
Charge Bonus 45


Unit Description

The Chill of Sontar is a ruthless killing machine.

Historical Description

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 to handle as beasts of war, with Dark Elf Beastmasters having the best chance of bringing one under control, but even they must be quick with their lashes lest they be devoured in the enemy’s stead. Hydras 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 monster’s heads in quick succession – if even a single one remains, the rest will swiftly grow back and devour the impudent attacker for his troubles.


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.


There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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.


The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.


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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 3.30
Run Speed 4.60
Acceleration 5.00
Deceleration 7.00
Charge Speed 5.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 100
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 64
Melee Defence 34
Charge Bonus 45
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 75
Bonus Hit Points 9450
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 2000
Upkeep Cost 500
Unit Size 1
Melee CP 2000
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 300
Building Damage 400
Armour Value 60
Missile Block Chance 0