Feral Dread Saurian

ID: wh2_dlc13_lzd_mon_dread_saurian_0


Feral Dread Saurian
1 2300 575
Causes Terror
Armour 100
Leadership 60
Speed 60
Melee Attack 52
Melee Defence 26
Weapon Strength 750
Charge Bonus 30


Unit Description

A reverberation of the past maybe, but one which brings resounding terror and screaming death, right now, to those unlucky enough to face them.

Historical Description

The Dread Saurian is the largest, most powerful and most feared predator living on the Lustrian continent; an echo of ancient days when huge beasts did battle with the Dragons’ ancestors for supremacy. Immense creatures, larger even than the towering Carnosaur, and perhaps even more powerful than the titanic Thunder Lizard, Dread Saurians are few in number and therefore sacred to the Lizardmen. The fury of each one prowling the fetid jungles is moderated only by the arcane power generated from its ornate ceremonial armour. Without this precaution, even the power of the Slann cannot not hold the Dread Saurians back, once unleashed.


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.


When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

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.


When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

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 4.00
Run Speed 6.00
Acceleration 5.50
Deceleration 6.00
Charge Speed 8.40
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 42.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 52
Melee Defence 26
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 14984
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 2300
Upkeep Cost 575
Unit Size 1
Melee CP 2300
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 220
Weapon AP Damage 530
Building Damage 750
Armour Value 100
Missile Block Chance 0