
Hag Witch (Death)
Hero· Wizard· 1 model (crew of 1) at Ultra size
Comes with Shadows of Change(Warhammer III)
Health
4,640
Armour
30
Leadership
75
Speed
70
Melee attack
36
Melee defence
28
Weapon strength
140 base + 160 armour-piercing
300
Charge bonus
62
Ranged
Range
100 m
Ammunition
28
Missile damage
40 base + 90 AP, 2 projectiles per shot
130
Reload time
8 s
Damage per 10 s
325
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.

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.

Fire Whilst Moving
This unit can fire while on the move.
Abilities
Znarkharja's WardAugment (Area) · +10 Damage ResistanceactiveZnarkharja's WardAugment (Area)+10 Damage ResistanceCooldown 90 s · Duration 26 s · 2 uses · Range 35 mA folk witch's ward is a powerful protection, meant to tend all manner of wound and ailment.
By Our BloodAugmentpassiveBy Our BloodAugmentPassive · Duration 25 s · 1 useKislevite warriors are inherently stronger than weak-hearted Empire-men, who know nothing of the hardship and strife of lives lived on the unforgiving steppes.
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.
Lore of magic
Hag Witch (Death) skill tree
27 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Hag Witch (Death)'s skills
One with NatureOne with NatureUnlocks at rank 6
Campaign line of sight: +15%
Growth: +8 (local province)
WoodwardenWoodwardenUnlocks at rank 6
Attribute: Woodsman
Physical resistance: 10% during forest battles
Armour: +20
Protective CharmsProtective CharmsUnlocks at rank 8
Spell resistance: 10%
Missile resistance: 10%
Upheaval of EarthUpheaval of EarthUnlocks at rank 10
Bound spell: "Assault of Stone"
Corruption: -1 (local province)
ImmortalityImmortalityUnlocks at rank 20
When normally killed in action, this Hero will be wounded instead
MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
Character will share +15% of experience earned between all other active Heroes of the same type
Character will share +30% of experience earned between all other active Heroes of the same type
Character will share +50% of experience earned between all other active Heroes of the same type
Sleigh DirgeSleigh DirgeUnlocks at rank 8
Attribute: Causes Terror
Charge bonus: +30
Weapon strength: +20%
WildkeeperWildkeeperUnlocks at rank 8
Attribute: Stalk for Things in the Woods and Incarnate Elemental of Beasts units (Hero's army)
Vigour loss reduction: -20% for Things in the Woods, Incarnate Elemental of Beasts, Bear, Frost Wyrm, Snow Leopard and Forest Animals units (Hero's army)
Leadership aura size: +50%
HexenHexenUnlocks at rank 8
Effect duration: +50% for Hex spells
Mother Knows BestMother Knows BestUnlocks at rank 8
Ability number of uses: +1 for "Potion of Toughness" (accompanying Lord)
Character experience gain: +15% (accompanying Lord)
Ability: "Potion of Toughness" (accompanying Lord)
Enables magical attacks (accompanying Lord)
Spirit LeechSpirit Leech2 levelsLevel 1
Overcast spell: "Spirit Leech Upgraded"
Cooldown: -30% to "Spirit Leech"
Miscast base chance: -15% for "Spirit Leech Upgraded"
Overcast spell: "Spirit Leech Upgraded"
Winds of Magic cost: -2 for "Spirit Leech"
Winds of Magic cost: -2 for "Spirit Leech Upgraded"
Cooldown: -50% to "Spirit Leech"
Doom & DarknessDoom & Darkness3 levelsLevel 1
Spell: "Doom & Darkness"
Overcast spell: "Doom & Darkness Upgraded"
Cooldown: -30% to "Doom & Darkness"
Miscast base chance: -15% for "Doom & Darkness Upgraded"
Overcast spell: "Doom & Darkness Upgraded"
Winds of Magic cost: -1 for "Doom & Darkness"
Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
Cooldown: -50% to "Doom & Darkness"
Life-LeechingLife-Leeching
Passive ability: "Life Leeching"
Aspect of the Dread KnightAspect of the Dread Knight3 levelsLevel 1
Spell: "Aspect of the Dread Knight"
Overcast spell: "Aspect of the Dread Knight Upgraded"
Cooldown: -30% to "Aspect of the Dread Knight"
Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"
Overcast spell: "Aspect of the Dread Knight Upgraded"
Winds of Magic cost: -1 for "Aspect of the Dread Knight"
Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"
Cooldown: -50% to "Aspect of the Dread Knight"
SoulblightSoulblight3 levelsLevel 1
Spell: "Soulblight"
Overcast spell: "Soulblight Upgraded"
Cooldown: -30% to "Soulblight"
Miscast base chance: -15% for "Soulblight Upgraded"
Overcast spell: "Soulblight Upgraded"
Winds of Magic cost: -2 for "Soulblight"
Winds of Magic cost: -3 for "Soulblight Upgraded"
Cooldown: -50% to "Soulblight"
EvasionEvasion
Passive ability: "Evasion"
The Fate of BjunaThe Fate of Bjuna2 levelsLevel 1
Spell: "The Fate of Bjuna"
Winds of Magic cost: -3 for "The Fate of Bjuna"
Cooldown: -50% to "The Fate of Bjuna"
Spell: "The Fate of Bjuna"
The Purple Sun of XereusThe Purple Sun of Xereus3 levelsLevel 1
Spell: "The Purple Sun of Xereus"
Overcast spell: "The Purple Sun of Xereus Upgraded"
Cooldown: -30% to "The Purple Sun of Xereus"
Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
Overcast spell: "The Purple Sun of Xereus Upgraded"
Winds of Magic cost: -2 for "The Purple Sun of Xereus"
Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
Cooldown: -50% to "The Purple Sun of Xereus"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Protective CharmsProtective Charms3 levelsLevel 1
Protective Charms action: Attrition suffered is modified by an additional -10%
Protective Charms action: Attrition suffered is modified by an additional -20%
Protective Charms action: Attrition suffered is modified by an additional -30%
Spread ControlSpread Control3 levelsLevel 1
Spread Control action: Control is modified by an additional 1
Control: -1 (local enemy province)
Control: +1 (local province)
Spread Control action: Control is modified by an additional 2
Control: -2 (local enemy province)
Control: +2 (local province)
Spread Control action: Control is modified by an additional 3
Control: -3 (local enemy province)
Control: +3 (local province)
Steal TechnologySteal Technology3 levelsLevel 1
Steal Technology action: Research rate is increased by an additional 3
Steal Technology action: Research rate is increased by an additional 6
Steal Technology action: Research rate is increased by an additional 10
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Hag's CursemarkHag's Cursemark3 levelsLevel 1
Hag's Cursemark action: Additional 3% success chance
Hag's Cursemark action: Additional 8% success chance
Hag's Cursemark action: Additional 15% success chance
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Who can field it
- The Ice Court
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.