Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.
On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Those Skinks attuned to the energies of the world and that show an aptitude for magic are the Skink Priests, the most intelligent of their kind. Their role is to become the personal attendants of the mighty Slann Mage-Priests, and act as the prophets of the Lizardmen, as the only ones capable of interpreting and executing the will of their Slann masters. This is rarely straightforward, as entranced Slann do little more than mumble, yet each utterance, even the most incoherent whisper, might have vast consequences - for of all living creatures, the Slann are the most powerful of mages, and they alone worked under orders from the Old Ones. As it is strictly forbidden to disturb an entranced Slann in any but the direst of times, it is left to a Skink Priest to make many daily decisions for the whole of Lizardmen society. On behalf of their masters, it is their role to ensure that the Great Plan comes to fruition.
This unit has the following mount options
|Terradon||Dangerous predators with sharp talons and pointed beaks, these giant flying reptiles are surprisingly agile and can spot their prey at great distances.|
|Stegadon||Mighty, horned, reptilian beasts, Stegadons are naturally armoured with bony scales and spikes protruding from their crests.|
|Ancient Stegadon||Amongst the largest and most ferocious of their race, the eldest Stegadons have thicker hide and larger horns than others of their kind.|
|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.|
While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
Amber is the colour of beasts. Such magic can ensnare and entrap animals much more easily than so-called "intelligent" species.
|Flock of Doom||
With a mighty bellow, the spellcaster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
|Pann's Impenetrable Pelt||
Calling upon the beast-spirits of the wild, the caster sheathes vulnerable flesh in unyielding fur and hide.
|The Amber Spear||
Sounding a gnarled horn, the caster summons a glowing amber spear and hurls it at the foe with uncanny accuracy.
|The Curse of Anraheir||
At the spellcaster's command, nebulous nature spirits assail the foe, clawing with hands not nearly as insubstantial as they first appear.
|Transformation of Kadon||
Kadon was able to shift his shape to that of any monster, even a Manticore. One day he found he could not change back...
The spellcaster unleashes the beast within, using its fury to transform allies into bestial forms.
|Cavalry & Chariots|
|Monsters & Beasts|
|Missile Monsters & Beasts|