Lord Mazdamundi

Primary tabs

With singular determination, Mazdamundi will enact the Great Plan - the complete extermination of the unfit races!

Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Mage-Priests. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy.

Mount Options

This unit has the following mount options

Mount Description
Zlaaq The largest Stegadon to be found anywhere, Zlaaq has served Lord Mazdamundi faithfully for almost five hundred years.


Attribute Description
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.
Strider Speed and combat penalties caused by terrain are ignored by this unit.
Immune to Psychology The unit is immune to psychological attacks (fear and terror).


Ability Description

While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

Shield of the Old Ones

The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.

Greater Arcane Conduit

A 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.

The Ruination of Cities

The Lord unleashes a force of seismic power like no other, causing the tectonic plates themselves to shift and buckle at his behest.


Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.


Spell Description

Waves of pure High Magic infuse the target, radiating within the body, returning vigour and life.

Arcane Unforging

Fingers of light seep into enemy armour, attacking its wearers.

Roiling Skies

Spells from the Lore of Heavens manipulate the ethers of the skies, buffeting and pummelling winged creatures.

Comet of Casandora

Reaching to the highest heavens, the Wizard draws a wandering meteorite down upon the battlefield.

Curse of the Midnight Wind

The Wizard issues a three word curse, hexing the target unit and blighting their ability to attack and defend.

Harmonic Convergence

Divining auspicious signs, the caster guides the minds of targets, augmenting them with the foresight needed for victory.

Net of Amyntok

The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.