
Health
3,520
Armour
30
Leadership
60
Speed
31
Melee attack
25
Melee defence
30
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
10
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.

Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
Curse of KhsarHex (Area) · -60 ArmouractiveCurse of KhsarHex (Area)-60 ArmourDuration 25 s · 1 use · Range 35 mThe harsh, howling desert winds cut through everything, be it armour or clothing or raw flesh.
DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe Dark Magic that holds these subjects together has failed. As the Necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
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.
Liche Priest (Shadows) skill tree
28 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.
Skeletal SteedSkeletal SteedUnlocks at rank 6
Mount: Skeletal Steed
Ceremonial BandagesCeremonial Bandages
Missile resistance: 15%
Trapped SoulTrapped Soul
Attribute: Causes Terror
Spell resistance: 15%
Elixir of ImmortalityElixir of ImmortalityUnlocks at rank 9
This Character will be wounded instead of killed in battle
Physical resistance: 5%
MentorMentor3 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
Liminal ArtsLiminal Arts
Winds of Magic cost: -10% for Lore of Shadows spells
Miscast base chance: -15%
Incantation of PreservationIncantation of PreservationUnlocks at rank 9
Recruit rank: +2 for all units (Hero's army)
Lord recruit rank: +1 (factionwide)
Keeper of LoreKeeper of LoreUnlocks at rank 9
Winds of Magic power reserve capacity: +10 (own army)
Research rate: +5
Mortuary CultistMortuary CultistUnlocks at rank 9
Enemy Hero action success chance: -5% (enemy characters in region)
Armour: +10
Ambush success chance: +5% (Hero's army)
Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -30% to "Melkoth's Mystifying Miasma"
Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
Cooldown: -50% to "Melkoth's Mystifying Miasma"
Smoke & MirrorsSmoke & Mirrors
Passive ability: "Smoke & Mirrors"
The Enfeebling FoeThe Enfeebling Foe3 levelsLevel 1
Spell: "The Enfeebling Foe"
Overcast spell: "The Enfeebling Foe Upgraded"
Cooldown: -30% to "The Enfeebling Foe"
Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
Overcast spell: "The Enfeebling Foe Upgraded"
Winds of Magic cost: -1 for "The Enfeebling Foe"
Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
Cooldown: -50% to "The Enfeebling Foe"
The WitheringThe Withering3 levelsLevel 1
Spell: "The Withering"
Overcast spell: "The Withering Upgraded"
Cooldown: -30% to "The Withering"
Miscast base chance: -15% for "The Withering Upgraded"
Overcast spell: "The Withering Upgraded"
Winds of Magic cost: -1 for "The Withering"
Winds of Magic cost: -2 for "The Withering Upgraded"
Cooldown: -50% to "The Withering"
The Penumbral PendulumThe Penumbral Pendulum3 levelsLevel 1
Spell: "The Penumbral Pendulum"
Overcast spell: "The Penumbral Pendulum Upgraded"
Cooldown: -30% to "The Penumbral Pendulum"
Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
Overcast spell: "The Penumbral Pendulum Upgraded"
Winds of Magic cost: -2 for "The Penumbral Pendulum"
Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
Cooldown: -50% to "The Penumbral Pendulum"
EvasionEvasion
Passive ability: "Evasion"
Pit of ShadesPit of Shades3 levelsLevel 1
Spell: "Pit of Shades"
Overcast spell: "Pit of Shades Upgraded"
Cooldown: -30% to "Pit of Shades"
Miscast base chance: -15% for "Pit of Shades Upgraded"
Overcast spell: "Pit of Shades Upgraded"
Winds of Magic cost: -3 for "Pit of Shades"
Winds of Magic cost: -3 for "Pit of Shades Upgraded"
Cooldown: -50% to "Pit of Shades"
Okkam's MindrazorOkkam's Mindrazor3 levelsLevel 1
Spell: "Okkam's Mindrazor"
Overcast spell: "Okkam's Mindrazor Upgraded"
Cooldown: -30% to "Okkam's Mindrazor"
Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
Overcast spell: "Okkam's Mindrazor Upgraded"
Winds of Magic cost: -2 for "Okkam's Mindrazor"
Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
Cooldown: -50% to "Okkam's Mindrazor"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Replenish TroopsReplenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%
Replenish Troops action: Replenishment rate is increased by an additional 6%
Replenish Troops action: Replenishment rate is increased by an additional 9%
Cleanse CorruptionCleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)
Spread CorruptionSpread Corruption3 levelsLevel 1
Spread Corruption action: Vampiric corruption is increased by an additional 1
Vampiric corruption: +1 (local province)
Spread Corruption action: Vampiric corruption is increased by an additional 2
Vampiric corruption: +2 (local province)
Spread Corruption action: Vampiric corruption is increased by an additional 3
Vampiric corruption: +3 (local province)
Damage BuildingDamage Building3 levelsLevel 1
Damage Building action: Additional 5% damage caused
Damage Building action: Additional 15% damage caused
Damage Building action: Additional 30% damage caused
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
Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
Hinder Replenishment action: Replenishment is modified by an additional -10%
Hinder Replenishment action: Replenishment is modified by an additional -20%
Hinder Replenishment action: Replenishment is modified by an additional -40%
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%
Canopic Jar HoarderCanopic Jar Hoarder3 levelsLevel 1
Canopic Jars generated: 5 per turn
Canopic Jars gained post-battle +1% (own army)
Canopic Jars generated: 10 per turn
Canopic Jars gained post-battle +2% (own army)
Canopic Jars generated: 15 per turn
Canopic Jars gained post-battle +3% (own army)
Every version of Liche Priest (Shadows)
2 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tomb Kings, Undead LegionsWizard | 3,520 | 1 | 30 | 60 | 31 | 25 | 30 | 300 | 10 | — | — | wh2_dlc09_tmb_cha_liche_priest_shadow_0 |
| Tomb Kings, Undead LegionsWizard | 3,948 | 1 | 30 | 60 | 76 | 25 | 30 | 300 | 30 | — | — | wh2_dlc09_tmb_cha_liche_priest_shadow_1 |
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.