Death Shriek Terrorgheist

ID: wh2_dlc11_cst_mon_terrorgheist


Death Shriek Terrorgheist
Flying Monster
1 2000 500
Causes Terror
Armour 80
Leadership 40
Speed 65
Melee Attack 38
Melee Defence 42
Weapon Strength 460
Charge Bonus 40


Unit Description

A piercing scream, a swooping shadow upon the water – a dead body drained of blood.

Historical Description

Amongst the impassably jagged rocks of the world’s most inhospitable ocean shorelines, the flying scourges of the sea known as Death Shriek Terrorgheists make their homes within hidden caves. Like their Sylvanian equivalents, they are titanic, dragon-sized bats that can only be controlled by Necromantic means once killed, which is no easy feat to begin with. All Terrorgheists are ambush hunters, but the marine varieties are set apart from their land-haunting cousins by the difference in their habitat. The lack of land features which would usually facilitate the Terrorgheist’s element of surprise has resulted in it adapting its Death Shriek to be a much more powerful weapon. With a piercing scream that paralyses the passengers and crew of any ship it encounters, it swoops down to gather its prey directly from the decks, scooping them up within its talons before returning to its lair to glut itself on warm blood.


Death Shriek

Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage.


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


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.


Strengths & Weaknesses


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.


Armoured units can block damage from any source apart from Armour-Piercing damage.


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 3.00
Run Speed 6.50
Acceleration 6.00
Deceleration 10.00
Charge Speed 8.80
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 100
Strafe Speed 1.50
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 38
Melee Defence 42
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 40
Bonus Hit Points 7536
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Flying Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
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 135
Weapon AP Damage 325
Building Damage 350
Armour Value 80
Missile Block Chance 0