Skink Priest (Beasts) - Unit | Total War: WARHAMMER II Database Skink Priest (Beasts) - Unit | Total War: WARHAMMER II Database

Skink Priest (Beasts)

ID: wh2_main_lzd_cha_skink_priest_beasts_0

Unit

Skink Priest (Beasts)
Wizard
1 600 150
Spellcaster
Aquatic
3,256
Armour 30
Leadership 55
Speed 46
Melee Attack 22
Melee Defence 26
Weapon Strength 280
Charge Bonus 10

About

Unit Description

Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.

Historical Description

On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.

Abilities

Cold-Blooded

While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

Attributes

Encourage

This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Aquatic

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

Spellcaster

This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.70
Run Speed 4.60
Acceleration 4.50
Deceleration 5.50
Charge Speed 5.20
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 260
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 22
Melee Defence 26
Charge Bonus 10
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 55
Bonus Hit Points 3248
Unit Stats
Unit Caste Hero
Unit Weight Medium
Unit Group Wizard
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 600
Upkeep Cost 150
Unit Size 1
Melee CP 250
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 210
Weapon AP Damage 70
Building Damage 100
Armour
Armour Value 30
Shield
Missile Block Chance 0