Night Goblin Shaman

ID: wh_main_grn_cha_night_goblin_shaman

Unit

Night Goblin Shaman
Wizard
1 1000 250
Spellcaster
Vanguard Deployment
Poison Attacks
3,420
Armour 15
Leadership 50
Speed 35
Melee Attack 24
Melee Defence 26
Weapon Strength 280
Charge Bonus 20

About

Unit Description

Maddened by dank mould and mushrooms, a Goblin Shaman hurls debilitating spells into the enemy's ranks with chaotic abandon.

Historical Description

Night Goblin Shamans wear the easily-recognised hoods of their kind and are known for being particularly crazed due to eating vast quantities of hallucinogenic mushrooms. They are especially knowledgeable about fungus and only Night Goblin Shamans know the full rituals for growing, picking and preparing the deadly madcap mushrooms that can turn a Night Goblin into a ball-wielding Fanatic. It is said that a Night Goblin Shaman who eats too many mushrooms will eventually turn into a Shamanshroom, a magic-saturated fungal shoot. It is a damp, dull life as a mushroom, but it will probably get worse; as Shamanshrooms are highly coveted by other magic-casters, getting turned into one is surely a one-way ticket to being eaten alive.

Abilities

Mad Cap Mushrooms

Night Goblin Shamans brew a pungent fungus potion that, when drunk, will send the Fanatics into a spinning, whirling cyclone of death!

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.

Guerilla Deployment

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Spellcaster

This unit can cast spells.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.50
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 24
Melee Defence 26
Charge Bonus 20
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 50
Bonus Hit Points 3412
Unit Stats
Unit Caste Hero
Unit Weight Light
Unit Group Wizard
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 150
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 200
Weapon AP Damage 80
Building Damage 50
Armour
Armour Value 15
Shield
Missile Block Chance 0