Health
12,620
Armour
100
Leadership
60
Speed
32
Melee attack
56
Melee defence
45
Weapon strength
140 base + 430 armour-piercing
570
Charge bonus
20
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.

Construct
Constructs cannot be routed, but take damage when their Leadership is broken. Constructs also have: Fear and Terror Immunity Constructs may also have their hit points restored and stats boosted by special characters such as the Tomb Kings Necrotect.
Abilities
Spirit LeechDirect Damage · Causes damage to combatants, Strong vs a single combatant…activeSpirit LeechDirect DamageCauses damage to combatantsStrong vs a single combatantWeak vs multiple combatantsCooldown 45 s · Duration 13 s · 2 uses · Wind-up 3 sThe Wizard extends an ebon hand towards the chosen foe, leeching its spirit through tainted sorcery.
Spirit ConduitAugment of the Winds · +20% Spell MasterypassiveSpirit ConduitAugment of the Winds+20% Spell MasteryPassive · Range 100 mAs a channel between the mortal world and the Realm of Souls, a Hierotitan amplifies the Liche Priest’s incantations.
CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveConstructs are inanimate objects given form and purpose through magical means. When that magic wavers and ebbs, as it inevitably will, it's immensely difficult to keep one 'alive' and in one piece.
DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveNow that the sorcery that holds this Construct together has failed, the Winds of Magic flow out of it, leaving naught but an empty, static husk behind.
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.
Shem's Burning GazeMagic Missiles · Good against armour, Causes minor magical & fire damage…activeShem's Burning GazeMagic MissilesGood against armourCauses minor magical & fire damageGood against large combatantsStrong vs a single combatantCooldown 60 s · 3 uses · Wind-up 3 sBolts of cleansing energy fly from the Wizard’s hands, searing evil wherever they strike.
Who can field it
- Khemri
- Host of Nagash
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.