Rotting Leviathan

ID: wh2_dlc11_cst_mon_rotting_leviathan_0


Rotting Leviathan
5 2000 500
Causes Terror
Armour 150
Leadership 55
Speed 50
Melee Attack 52
Melee Defence 42
Weapon Strength 400
Charge Bonus 24
Ammunition 200


Unit Description

A gargantuan, annihilative force of nature, unnaturally brought back from death to wreak yet more death.

Historical Description

A living Leviathan is truly a sight to behold. With the appearance of an immense crab typically measuring at least thirty feet across, its seaweed-strewn carapace is said to be as strong as steel. With beady eyes searching upon stunted stalks, it hunts for prey to grab with its claws and shove into its gaping maw. Although there was once a cult dedicated to worshipping them, Leviathans are thought not to be creatures of Chaos, just naturally destructive ones. Scholars believe that the few which exist live on the deepest sea floors, only ever rising to the surface to wreak havoc on passing galleons. In any case, it is notoriously difficult to control a living Leviathan – only once felled and killed can a Necromancer hope to bring one under their command with the appropriate incantations, a feat only achievable by the most learned magic-users.



The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


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.

Expert Charge Defence

When bracing, this unit negates the charge bonus of any attacker.


Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


Whereas some units struggle to fight and move in shallow water, aquatic units excel.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

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 2.00
Run Speed 5.00
Acceleration 2.60
Deceleration 4.00
Charge Speed 8.00
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 52
Melee Defence 42
Charge Bonus 24
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 55
Bonus Hit Points 9846
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 2000
Upkeep Cost 500
Unit Size 5
Melee CP 1900
Missile CP 100


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 15
Weapon Damage 120
Weapon AP Damage 280
Building Damage 600
Armour Value 150
Missile Block Chance 0