
Health
3,869
Armour
shield blocks 35% of frontal missiles
25
Leadership
60
Speed
35
Melee attack
45
Melee defence
53
Weapon strength
260 base + 140 armour-piercing
400
Charge bonus
35
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.

Vanguard Deployment
This unit can deploy outside the deployment zone.

Hide (forest)
This unit can hide in forests until enemy units get too close.

Stalk
This unit can move hidden in any terrain.
Abilities
Da Boss' LoonsVortex · Causes armour-piercing damage, Small moving area of effect…activeDa Boss' LoonsVortexCauses armour-piercing damageSmall moving area of effectStrong vs multiple unitsWeak vs a single combatantUnpredictable release from unitCooldown 30 s · Duration 12 s · 2 usesForce-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results.
Fermented FungiHex · -24 Melee DefenceactiveFermented FungiHex-24 Melee DefenceCooldown 90 s · Duration 15 s · 3 usesRotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle.
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.
Spite of Da Bad MoonAugment (Area) · +16 Bonus vs. Large, +25% Armour-Piercing Weapon Damage…activeSpite of Da Bad MoonAugment (Area)+16 Bonus vs. Large+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 20 s · Range 35 mDa Bad Moon offers heightened pugnacity to its weird and disgusting worshippers, spurring them to dish out even more pain.
Get Back 'Ere!Augment (Area) · +16 LeadershipactiveGet Back 'Ere!Augment (Area)+16 LeadershipCooldown 60 s · Duration 14 s · Range 35 mDa Boss ain't ready to run an' so expects da boyz to stay put too!
Night Goblin Warboss skill tree
53 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.
wh_dlc06_skill_grn_night_goblin_warboss_great_cave_squigwh_dlc06_skill_grn_night_goblin_warboss_great_cave_squigUnlocks at rank 8
Mount: Great Cave Squig
Tunnel BossTunnel Boss
Leadership: +6 during subterranean siege battles (Lord's army)
Leadership: +6 during subterranean intercept battles (Lord's army)
BellowerBellower
Leadership aura size: +25%
AmbusherAmbusherUnlocks at rank 6
Melee attack: +4 during ambushes (Lord's army)
Ambush success chance: +15% (Lord's army)
Nastier SquigsNastier Squigs
Charge bonus: +10 for Squig units (Lord's army)
Melee attack: +8 for Squig units (Lord's army)
Betta Night Sneakin'Betta Night Sneakin'
Melee attack: +6 for Night Goblin units (Lord's army)
Melee defence: +6 for Night Goblin units (Lord's army)
Dodgy GeezerDodgy GeezerUnlocks at rank 7
Missile resistance: 10%
Soldiers of RenownSoldiers of Renown3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (own army)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
MentorMentor3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
ManstabbaManstabba
Armour-piercing weapon damage: +45
Bonus vs Infantry: +15
Grinnin' LoonyGrinnin' Loony
Passive ability: "Frenzy"
Attribute: Causes Fear
Cunnin' MovementCunnin' Movement
Passive ability: "Wayfarer"
Attribute: Strider
Speed: +15%
Shroomz Is Good Eatin'!Shroomz Is Good Eatin'!
Attribute: Immune to Contact Effects
Population surplus: +1 for newly-captured settlements
You'z All Dyin' First!You'z All Dyin' First!
Passive ability: "Guardian" for All Units except Lords and Heroes (Lord's army)
Ward save: +10%
Skulkin' ExpertSkulkin' Expert
Ability: "Smoke Bomb" for Lords and Heroes (Lord's army)
Bonus vs Infantry: +8 for Nasty Skulkers units (Lord's army)
Top LoonzTop Loonz
Ability number of uses: +1 for "Spinning Loons" (Lord's army)
Weapon strength: +15% for Night Goblin (Fanatics) units (Lord's army)
Pointy GitzPointy Gitz
Armour-piercing missile damage: +1 for all Goblin and Night Goblin bow units (Lord's army)
Blade MasterBlade Master
Melee attack: +5
Devastating ChargeDevastating Charge2 levelsLevel 1
Charge bonus: +15
Charge bonus: +30
ChoppasChoppas2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Scarred VeteranScarred Veteran2 levelsLevel 1
Hit points: +7%
Hit points: +15%
Deadly BladeDeadly Blade2 levelsLevel 1
Melee attack: +6
Melee attack: +12
Fermented FungiFermented Fungi
Ability: "Fermented Fungi"
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
IndomitableIndomitable2 levelsLevel 1
Leadership: +6
Leadership: +12
Thick-SkinnedThick-Skinned2 levelsLevel 1
Armour: +7
Armour: +15
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Da Boss' LoonsDa Boss' Loons
Ability: "Da Boss' Loons"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Da GobbosDa Gobbos3 levelsLevel 1
Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
RiderzRiderz3 levelsLevel 1
Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Da BoyzDa Boyz3 levelsLevel 1
Weapon strength: +6% for Orc Infantry units (Lord's army)
Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Melee attack: +4 for Orc Infantry units (Lord's army)
Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +9% for Orc Infantry units (Lord's army)
Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Melee attack: +6 for Orc Infantry units (Lord's army)
Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +12% for Orc Infantry units (Lord's army)
Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
Armour: +4 for Chariots and Pump Wagon units (Lord's army)
Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
Range: +5% for Missile Cavalry and Chariot units (Lord's army)
Armour: +8 for Chariots and Pump Wagon units (Lord's army)
Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
Range: +10% for Missile Cavalry and Chariot units (Lord's army)
Armour: +12 for Chariots and Pump Wagon units (Lord's army)
Da Big LadzDa Big Ladz3 levelsLevel 1
Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Deff From AbuvDeff From Abuv3 levelsLevel 1
Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Get Back 'Ere!Get Back 'Ere!
Ability: "Get Back 'Ere!"
Sneaky StabberzSneaky Stabberz
Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
'Ard Ladz'Ard Ladz
Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
Biggest ‘n' StrongestBiggest ‘n' Strongest
Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Savage SmartzSavage Smartz
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Smash 'Em FasterSmash 'Em Faster
Ability: "Smash 'Em Faster"
Replaces: "Get Back 'Ere!"
Route MarcherRoute Marcher
Campaign movement range: +5%
TroglodytesTroglodytes3 levelsLevel 1
Evasion chance when using Tunnelling: +15%
Evasion chance when using Tunnelling: +30%
Evasion chance when using Tunnelling: +45%
RaiderRaider3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from raiding: +30% (Lord's army)
LooterLooter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)
Income from looting settlements: +8% (Lord's army)
Income from looting settlements: +15% (Lord's army)
RavagerRavager3 levelsLevel 1
Income from sacking settlements: +3% (Lord's army)
Income from sacking settlements: +8% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Iron-HardIron-Hard
Casualty replenishment rate: +30% for this Lord (Lord's army)
Wound recovery time: -1 turns
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
Out-CleveringOut-Clevering3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush success chance: +16% (Lord's army)
Ambush success chance: +30% (Lord's army)
Mob BossMob Boss3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
Really GreenReally Green3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
Renowned & FearedRenowned & Feared
Enemy Hero action success chance: -10%
Hero self-defence: +25% chance of wounding aggressors
Campaign movement range: +5%
Recruit rank: +1 for all units (Lord's army)
Upkeep: -8% (Lord's army)
Every version of Night Goblin Warboss
2 units share this name (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsLord | 3,869 | 1 | 25 | 60 | 35 | 45 | 53 | 400 | 35 | 500 | 125 | wh_dlc06_grn_cha_night_goblin_warboss_0 |
| GreenskinsLord | 4,420 | 1 | 55 | 60 | 82 | 45 | 53 | 400 | 65 | 850 | 213 | wh_dlc06_grn_cha_night_goblin_warboss_1 |
Who can field it
- Grimgor's 'Ardboyz
The game also has 1 summoned or scripted copy of this unit that players don't recruit directly (wh2_dlc15_grn_cha_night_goblin_warboss_0_big).
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.