
Tehenhauin
Lord· Lord· 1 model at Ultra size
Comes with The Prophet & The Warlock(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Tehenhauin is a legendary lord of Lizardmen, leading Cult of Sotek at the start of a campaign: 4,348 HP, armour 75, melee attack 55, melee defence 45, weapon strength 400. It costs 1,000 in the campaign and in multiplayer. It comes with The Prophet & The Warlock. Beating this lord in battle can earn the defeat trait Prophet of Doom. Unit key wh2_dlc12_lzd_cha_tehenhauin_0. Patch 9.0.4, from the game's data tables.
Health
4,348
Armour
75
Leadership
85
Speed
46
Melee attack
55
Melee defence
45
Weapon strength
120 base + 280 armour-piercing
400
Charge bonus
40
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.
- Immune to Contact Effects
Entities with this attribute ignore the effects of enemy contact effects such as Poison
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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- Stand Your Ground!Augment (Area) · +24 Melee Defence, +16 LeadershipactiveStand Your Ground!Augment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mOn the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Lore of magic
Counters
Good against
- Heavily armoured units — 280 of 400 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Tehenhauin in battle and your lord can earn the trait
Prophet of Doom
- Casualties captured post-battle: +15% (Lord's army)
- Attrition: -25% casualties suffered from all attrition (Lord's army)
"Ha! For all his power, the Prophet couldn't foresee his own demise..."
Tehenhauin skill tree
61 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.
- Horned OneHorned OneUnlocks at rank 7
- Mount: Horned One
- RipperdactylRipperdactylUnlocks at rank 10
- Mount: Ripperdactyl
- Ancient Stegadon (Engine of the Gods)Ancient Stegadon (Engine of the Gods)Unlocks at rank 20
- Mount: Ancient Stegadon (Engine of the Gods)
- Agility of the LizardAgility of the LizardUnlocks at rank 8
- Missile resistance: 10%
- Protection of the Old OnesProtection of the Old OnesUnlocks at rank 8
- Spell resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 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
- FanaticFanaticUnlocks at rank 12
- Melee attack: +12
- Physical resistance: 10%
- Prophecy of EradicationProphecy of Eradication
- Weapon strength: +10% when fighting against Skaven, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
- Bonus vs Infantry: +15
- Weapon strength: +10%
- Disciples of SotekDisciples of Sotek
- Armour: +20 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
- Melee defence: +8 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Tide of SotekTide of Sotek
- Leadership: +6 for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
- Melee attack: +8 for Skink, Chameleon Skink and Red Crested Skink units (Lord's army)
- Sacrificial Offerings gained post battle: +20% (faction leader)
- Promises of ReconstructionPromises of ReconstructionUnlocks at rank 12
- Control: +2 (all provinces)
- Corruption: -2 (local province)
- Income from all buildings: +30% (local province)
- Sotek's GiftedSotek's Gifted
- Winds of Magic cost: -10% for Lore of Beasts spells
- Winds of Magic power reserve capacity: +10 (own army)
- ReverenceReverence
- Casualty replenishment rate: +8% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
- Upkeep: -20% for Skink, Chameleon Skink, Red Crested Skink and Bastiladon (Ark of Sotek) units (Lord's army)
- EnlightenEnlighten
- Sacrificial Offerings generated: 25 per turn
- Global recruitment capacity: +1
- Local recruitment capacity: +1 (local province)
- Predatory FighterPredatory Fighter
- Charge bonus: +5
- Weapon strength: +10%
- Enforcer of OrderEnforcer of Order2 levelsLevel 1
- Weapon strength: +5% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +2%
- Weapon strength: +10% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +5%
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- 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 Doom2 levelsLevel 1
- Overcast spell: "Flock of Doom Upgraded"
- Cooldown: -30% to "Flock of Doom"
- Spell: "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 Pelt2 levelsLevel 1
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -30% to "Pann's Impenetrable Pelt"
- Spell: "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 Spear2 levelsLevel 1
- Overcast spell: "The Amber Spear Upgraded"
- Cooldown: -30% to "The Amber Spear"
- Spell: "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 Anraheir2 levelsLevel 1
- Overcast spell: "The Curse of Anraheir Upgraded"
- Cooldown: -30% to "The Curse of Anraheir"
- Spell: "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 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"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Proud WarriorProud Warrior3 levelsLevel 1
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +3 for Saurus units (Lord's army)
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +6 for Saurus units (Lord's army)
- Melee attack: +6 for Saurus units (Lord's army)
- SkirmisherSkirmisher3 levelsLevel 1
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Swift RiderSwift Rider3 levelsLevel 1
- Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +6% for Terradon Riders units (Lord's army)
- Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +8% for Terradon Riders units (Lord's army)
- Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Sacred GuardianSacred Guardian3 levelsLevel 1
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Hunt LeaderHunt Leader3 levelsLevel 1
- Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Beast DriverBeast Driver3 levelsLevel 1
- Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Jungle DominionJungle Dominion
- Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spawn-KinSpawn-Kin
- Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Soul BoundSoul Bound
- Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- EpicentristEpicentrist
- Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- 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
- Geomantic SustenanceGeomantic Sustenance3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- Gifts of the JungleGifts of the Jungle3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- 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 Tehenhauin
4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenLord | 4,348 | 1 | 75 | 85 | 46 | 55 | 45 | 400 | 40 | 1,000 | 250 | wh2_dlc12_lzd_cha_tehenhauin_0 |
| LizardmenLord | 4,956 | 1 | 100 | 85 | 78 | 55 | 45 | 420 | 70 | 1,300 | 325 | wh2_dlc12_lzd_cha_tehenhauin_1 |
| LizardmenLord | 4,956 | 1 | 75 | 85 | 90 | 55 | 45 | 440 | 55 | 1,500 | 375 | wh2_dlc12_lzd_cha_tehenhauin_2 |
| LizardmenLord | 10,116 | 1 | 130 | 85 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_dlc12_lzd_cha_tehenhauin_3 |
Who can field it
- Lizardmen · Hexoatl
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.