Health
14,320
Armour
35
Leadership
100
Speed
39
Melee attack
65
Melee defence
40
Weapon strength
300 base + 350 armour-piercing
650
Charge bonus
45
Attributes

Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

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.

Vanguard Deployment
This unit can deploy outside the deployment zone.

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Dual Personality – BetrayerAugment · +20% Charge Speed, +20% SpeedpassiveDual Personality – BetrayerAugment+20% Charge Speed+20% SpeedPassiveThere is always one head more perverse and hateful than the other, pushing the Curs’d Ettin to move with violent, albeit lumbering zeal!
Dual Personality – SavageAugment · +12% Armour-Piercing Weapon Damage, +12% Base Weapon Damage…passiveDual Personality – SavageAugment+12% Armour-Piercing Weapon Damage+12% Base Weapon Damage-5 Melee DefencePassiveA gibbering head devolved into a drooling and wailing imbecile signifies a Curs’d Ettin in its most destructive personality. Avoid its club-like arms!
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Who can field it
- World Walkers
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.