
Health
3,256
Armour
30
Leadership
55
Speed
46
Melee attack
22
Melee defence
26
Weapon strength
210 base + 70 armour-piercing
280
Charge bonus
10
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.

Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
Focus InstinctsAugment (Area)activeFocus InstinctsAugment (Area)Cooldown 90 s · Duration 40 s · Range 35 mBy which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5 Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
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.
Skink Priest (Beasts) skill tree
36 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.
TerradonTerradonUnlocks at rank 13
Mount: Terradon
StegadonStegadonUnlocks at rank 21
Mount: Stegadon
Ancient StegadonAncient StegadonUnlocks at rank 23
Mount: Ancient Stegadon
Ancient Stegadon (Engine of the Gods)Ancient Stegadon (Engine of the Gods)Unlocks at rank 26
Mount: Ancient Stegadon (Engine of the Gods)
Agility of the LizardAgility of the LizardUnlocks at rank 7
Missile resistance: 10%
Protection of the Old OnesProtection of the Old OnesUnlocks at rank 7
Spell resistance: 10%
Arcane VassalArcane VassalUnlocks at rank 17
Bound spell: "Fireball"
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
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
Gong AttunementGong Attunement
Cooldown: -10% to Lore of Beasts spells
Winds of Magic power reserve capacity: +5
Slithering AttendantsSlithering Attendants
Enemy Hero action success chance: -10% (enemy characters in region)
Hero action cost: -25%
Conduit EyesConduit Eyes
Chance of Winds of Magic increasing in strength when changing: +10% (local province)
Miscast base chance: -10%
Resilient ScalesResilient Scales
Spell resistance: 10%
Spell resistance: 5% (own army)
Minor Blessing of ChotecMinor Blessing of ChotecUnlocks at rank 9
Enables flaming attacks
Hit points: +5%
Minor Blessing of QuetzlMinor Blessing of QuetzlUnlocks at rank 9
Upkeep: -5% for Saurus Infantry and Temple Guard units (own army)
Armour: +5
Minor Blessing of TepokMinor Blessing of TepokUnlocks at rank 9
Upkeep: -5% for Flying units (own army)
Spell resistance: 5% (own army)
Minor Blessing of HuanchiMinor Blessing of HuanchiUnlocks at rank 9
Diplomatic relations: -2 with Dark Elves
Double experience gain when fighting against Dark Elves (Hero's army)
Ambush defence chance: +5% (own army)
Minor Blessing of TlazcotlMinor Blessing of TlazcotlUnlocks at rank 9
Wound recovery time: -1 turns
Control: +1 (local province)
Minor Blessing of ItzlMinor Blessing of ItzlUnlocks at rank 9
Upkeep: -5% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (own army)
Wyssan's WildformWyssan's Wildform2 levelsLevel 1
Overcast spell: "Wyssan's Wildform Upgraded"
Cooldown: -30% to "Wyssan's Wildform"
Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
Overcast spell: "Wyssan's Wildform Upgraded"
Winds of Magic cost: -1 for "Wyssan's Wildform"
Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
Cooldown: -50% to "Wyssan's Wildform"
Wild HeartWild Heart
Passive ability: "Wild Heart"
Flock of DoomFlock of Doom3 levelsLevel 1
Spell: "Flock of Doom"
Overcast spell: "Flock of Doom Upgraded"
Cooldown: -30% to "Flock of Doom"
Miscast base chance: -15% for "Flock of Doom Upgraded"
Overcast spell: "Flock of Doom Upgraded"
Winds of Magic cost: -1 for "Flock of Doom"
Winds of Magic cost: -2 for "Flock of Doom Upgraded"
Cooldown: -50% to "Flock of Doom"
Pann's Impenetrable PeltPann's Impenetrable Pelt3 levelsLevel 1
Spell: "Pann's Impenetrable Pelt"
Overcast spell: "Pann's Impenetrable Pelt Upgraded"
Cooldown: -30% to "Pann's Impenetrable Pelt"
Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"
Overcast spell: "Pann's Impenetrable Pelt Upgraded"
Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"
Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"
Cooldown: -50% to "Pann's Impenetrable Pelt"
The Amber SpearThe Amber Spear3 levelsLevel 1
Spell: "The Amber Spear"
Overcast spell: "The Amber Spear Upgraded"
Cooldown: -30% to "The Amber Spear"
Miscast base chance: -15% for "The Amber Spear Upgraded"
Overcast spell: "The Amber Spear Upgraded"
Winds of Magic cost: -2 for "The Amber Spear"
Winds of Magic cost: -2 for "The Amber Spear Upgraded"
Cooldown: -50% to "The Amber Spear"
EvasionEvasion
Passive ability: "Evasion"
The Curse of AnraheirThe Curse of Anraheir3 levelsLevel 1
Spell: "The Curse of Anraheir"
Overcast spell: "The Curse of Anraheir Upgraded"
Cooldown: -30% to "The Curse of Anraheir"
Miscast base chance: -15% for "The Curse of Anraheir Upgraded"
Overcast spell: "The Curse of Anraheir Upgraded"
Winds of Magic cost: -2 for "The Curse of Anraheir"
Winds of Magic cost: -2 for "The Curse of Anraheir Upgraded"
Cooldown: -50% to "The Curse of Anraheir"
Transformation of KadonTransformation of Kadon2 levelsLevel 1
Spell: "Transformation of Kadon"
Spell: "Transformation of Kadon"
Winds of Magic cost: -6 for "Transformation of Kadon"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
ScoutingScouting3 levelsLevel 1
Scouting action: Magic item drop chance is increased by an additional 5%
Scouting action: Magic item drop chance is increased by an additional 10%
Scouting action: Magic item drop chance is increased by an additional 15%
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)
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
Block ArmyBlock Army3 levelsLevel 1
Block Army action: Movement range is modified by an additional -3%
Block Army action: Movement range is modified by an additional -8%
Block Army action: Movement range is modified by an additional -15%
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%
Every version of Skink Priest (Beasts)
5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenWizard | 3,256 | 1 | 30 | 55 | 46 | 22 | 26 | 280 | 10 | 600 | 150 | wh2_main_lzd_cha_skink_priest_beasts_0 |
| LizardmenWizard | 3,692 | 1 | 30 | 55 | 90 | 22 | 26 | 300 | 20 | 800 | 200 | wh2_main_lzd_cha_skink_priest_beasts_1 |
| LizardmenWizard | 9,244 | 1 | 110 | 60 | 50 | 30 | 32 | 420 | 70 | 1,800 | 450 | wh2_main_lzd_cha_skink_priest_beasts_2 |
| LizardmenWizard | 9,896 | 1 | 130 | 70 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_main_lzd_cha_skink_priest_beasts_3 |
| LizardmenWizard | 9,896 | 1 | 130 | 70 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_dlc12_lzd_cha_skink_priest_beasts_4 |
Who can field it
- Hexoatl
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.