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==Units== ===Heros=== *'''Lord Kroak:''' (Slann; Unique; 430pts) Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn't have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it's higher than his Bravery, he is <strike>dead</strike> unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He has two unique spells: Celestial Deliverance, which he can cast 3 times per turn, allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10" on a 2+. It gets more difficult to cast each time, starting at a casting value of 8, then 9, and finally 10. Comet's Call inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. D3 mortal wounds... on up to any six enemy units. This spell has a global range, and only a small handful of units can shrug off mortal wounds. Do you know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that's a kill. The enemy is a Legions of Nagash player with an annoying necromancer who'll summon a bunch of reinforcements? Comet's Call. Does your enemy general have a really devastating Command Ability? Comet's Call. Kroak is basically an assassin who traded his sniper rifle for small meteors and he can be devastating from the first turn if you capitalize on this. In addition, in a game where the average number of spells a wizard can cast is one per turn, Kroak can cast four. FOUR! If he is your general, he can generate 13 Celestial Conjuration Points per turn instead of casting, allowing you to summon up to two units ''every turn''! And if you're thinking that a dead body would make a poor general, think again. His command ability lets Kroak see the freakin' future, granting you a chance at extra command points. This has you roll three dice, for every roll that is a four or higher you get a command point. It's not as good as it used to be, and will net you an extra command point every other turn on average. ** '''Kroaknado''' A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex with Chronomatic Cogs nearby. Kroak now throws a whopping '''6 spells per turn with an extra 6" to the range!''' Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet's Call, Arcane Bolt and an Mystic Shield each turn. But if you're playing with the Realm of Battle rules, this combo jumps from "Dick Move" to "I didn't really want friends anyways"; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet's Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! (Or give up the spells, and summon an Engine of the Gods ''every turn''!) *'''Slann Starmaster:'''(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from "hey, they are pretty good, give 'em a chance" to "you are playing this game wrong if you don't have one". Having two powerful battle traits backed up with a choice of three strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10" the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attempt or add 1" to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it's a Chaos Daemon or the lowest if it's a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for '''DAEMON'''s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavily debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can't really guarantee even with this spell. <s>He can also summon any non-Slann unit in the Warscrolls,</s> NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests. *'''Scar-Veteran''' ''on Cold One:'' (Saurus, 100pts, 12 Summon points): Leader of the Saurus Cavalry. He can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+). His CP allows rerolls on 1 to charge and to hit to every Saurus within 8" and giving an extra attack to Cold One Cavaliers. *'''Scar-Veteran''' ''on Carnosaur:'' (Saurus, Behemoth, 240pts, 24 Summon points): Carnosaur is the big show. The Carnosaur allows any Saurus unit within 15" to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already hit with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8" in the Battleshock Phase <i>regardless of whether the test is passed or not</i> (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dive over the table trying to kill you after all three of their hyper elite carry units run). *'''Saurus Sunblood:''' (120pts, 12 Summon points) Living avatars of <s>Dracothion</s> Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. He's pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank. Also, he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15" of the Sunblood. He then tells his troops "fuck that unit up," which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast. *'''Saurus Oldblood''' ''on Foot:'' (Saurus, 120pts, 12 Summon points): Has FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5" to reroll 1s to wound and his command ability allows every unit within 10" to rearrange themselves. They are Good things to but to throw alongside Scar-Veteran on Cold One with blocks of Saurus. *'''Saurus Oldblood''' ''on Carnosaur:'' (Saurus, Behemoth, 240pts, 24 Summon points): Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18", kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from <strike>ANY</strike> all Seraphon Heroes from your army within 20" or less from him <strike>(doesn't clarify if it can be its mount if it has one)</strike> (CAN target mount attacks, it's a command ability not an item of power). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS 4+, you can make a Heroic Wrecking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5 attacks plus 2 possible extra sets for his ability. They all move at 10". Just use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]]. *'''Saurus Astrolith Bearer:''' (Saurus, Totem, 160pts, 18 Summon points) A Scar-Veteran with a totem. It allows any Seraphon wholly within 12" to reroll failed to hit and also gives +1 to casting spells and +8" to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,). As if that wasn't enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9" behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun. *'''Saurus Eternity Warden:''' (Saurus, 140pts, 12 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you're taking him to bodyguard your Slann and buff nearby Saurus Guard. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch. *'''Skink Starseer:''' (Skink; Wizard; 160pts; 18 Summon points) The new generic [[Tetto'eko]] and CP generator. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a cheap and dirty spell to grant you the ability to each phase, increase or decrease a single dice roll by one for a single unit. is Capable of making or Breaking an important roll for a hero. *'''Skink Starpriest:''' (Skink; Wizard; priest; 80pts; 12 Summon points) When Age of Sigmar was first released, Tetto'Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon's unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck'em). They are cheap extra Wizards that will let you cast/dispel another Endless Spell per turn and extend the Slann's range when casting spells. *'''Skink Priest:''' (Skink; priest; 80pts;12 Summon points) Allows a unit within 8" the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforementioned ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6" Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective. *'''Engine of the Gods:''' (Hero; Priest; Behemoth; 240pts; 18 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10" allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon <strike>''any unit from the Seraphon Warscrolls, Slann included'', and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.)</strike> It's totally random, but almost all of its effects are deadly as fuck. It's a bunch of skinks on a GIANT DINOSAUR! Why aren't you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool. ** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you're forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls. (always pick Ripperdactyls if you roll this on turn 1, as they will bring the Bloat toad with them) ===Battleline=== *'''Saurus Warriors:''' (Saurus; Battleline; 90/330pts; Min:10; Max:40; 12 Summon points for a unit of 10, 18 for a unit of 20) Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn't get affected by -1 Rend, two attacks each, and guaranteed "Run" move of 5", they're rock solid. Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won't be disappointed. ** Alternate Opinion: While the above may have been true about Saurus Warriors when the battletome was new, Saurus Warriors in the current meta struggle to accomplish... well, anything. Within the Seraphon community they are widely regarded as the most useless unit in the Seraphon faction, and essentially no competitive lists utilize them in any significant way. In fact, this is true of Saurus generally. As of the time of this edit, it is essentially unheard of for "competitive" Seraphon lists to utilize Saurus of any kind in any significant way. Current Seraphon lists center on summoning, smart use of Skink battleline, and monsters. Most lists employ either the Shadowstrike or Thunderquake battalions--neither of which call for any Saurus. *'''Saurus Guards:''' (Saurus; Seraphon Battleline; 80pts; Min:5; Max:20; 12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8". SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately, they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo. **Sadly, this guy only has one wound per model, and they come in units of multiple of 5, so better give them an anti-magic umbrella if you want them alive, or simply don't bring them if you expect heavy MW opposition. ** Also, see alternate opinion on Saurus Warriors, above. *'''Saurus Knights:''' (Saurus; Seraphon Battleline; 80pts; Min:5; Max:20; 12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. Weirdly, these stats is akin to Monstrous or Elite infantry rather than cavalry: they move at 7" and thave 2 wounds. If armed with spears, a 6 to wound inflicts a wound + mortal wound (when charging). The Wardrums lets them guarantee 14", but they themselves can't make an actual Run later on the phase. Run a Scar-Vet on Cold One with a Skink Starpriest to Bite enemy devour Peasants in a blink of an Eye. ** Also, see alternate opinion on Saurus Warriors, above. *'''Skinks:''' (Skinks; Seraphon Battleline; 70pts; Min:10; Max:20; 6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they're at 30+, and can retreat when charged. They are stupidly fast for infantry and not that squishy because of their shields, unlike the plenty of skirmishers of the game. The hit-and-run tactic should not be overlooked because in AoS, even if you get charged, your enemy can't attack swing with all his units. The must ask: Do they deal damage to your annoying Skinks that will flee, or do they prioritize dealing with your high-value targets? Great for mind games. One of the underrated rockstars. ** The standard box comes with the pieces to build 24 Skinks, though, with a bit of kitbashing, you can turn those 4 extras into a team of Skink Handlers and a Priest. ** Alternate Opinion: Along with the Summoning mechanic, Skinks are the heart and soul of any "competitive" Seraphon list in the current meta. They require some mind-gaming to make work, but are absolutely necessary for objective taking, and with a little fanagling, they are capable of truly impressive movement. ===Other=== *'''Chameleon Skinks:''' (Skinks; 110pts; Min:5; Max:20; 12 Summon points for a unit of 5) They can personally teleport around instead of moving. Also, scenery gives them a 3+ save (doesn't stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit. *'''Terradon Riders:''' (Skinks; 120pts; Min:3; Max:12; 12 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat and the leader can get a sword that rerolls failed hits against flying units. Used as Flying Harassing Shooting and Objective Grabbing with its 14" of movement. *'''Ripperdactyl Riders:''' (Skinks; 140pts; Min:3; Max:12; 12 Summon points for a unit of 3) The other vicious one. They have the same gliding ability as Terradons but lose the rocks and the bolas. In exchange, they can make allot of beak attacks, making 3 attacks if a Blot Toad token has wandered near and each attack becomes d3 hits per hits. Six of these guys make for 18 beak attacks. Nasty. Wizards don't stand a chance. **Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, summoned units will not have an accompanying Blot Toad.--Yes, BUT ONLY if they are summoned with the EOTG in the first round only... otherwise no. **errata: they automatically re-roll ALL hits and wounds on their turn, with no worries about measuring from base vs model *'''Skink Handlers:''' (Skinks; 40pts; Min:3; Max:12; 6 Summon points for a unit of 3) Weak as heck lil' guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below. *'''Salamanders:''' (Artillery; 50/120pts; Min:1; Max:3; 6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3" of a Skink handler, their fire breath goes from 8" to 12". *'''Razordons:''' (Artillery; 50/120pts; Min: 1; Max:3; 6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12" which gain rending -1 within 6". In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3", they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units. ** Alternate Opinion: Razordons are, pound for pound, the best unit in the Seraphon faction, bar none. These are basically the only units I have that my regular opponents are actually afraid of. In practice, their stat line makes them capable of some truly punishing fire. They are terrifying to charge, both because of instinctive defense overwatch shots and, well, being in melee with them means you are a captive target for their positively punishing shooting attacks (plus rending). They aren't great in melee per se, but they aren't helpless either. Same goes for their durability. They aren't really tanky by any stretch of the imagination, but just survivable enough that they can hold something up for at least a turn or two. Also, smart use of Lords of Space and Time teleportation in conjunction with razordon shooting is often referred to as the "Razorbomb" tactic, and is an absolute joy to play. Razordons rule. Razordons for president. *'''Kroxigor:''' (150pts; Min: 3; Max:12; 18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer(4+/3+/-1/2D), instead of gaining attacks equal to all enemies within its 2" range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). If any Skink unit is within 3" of the Krox, they can reroll failed to wound results of 1. Wrap them up with a Skink Cohort and let the Kroxigor hammer. *'''Realmshaper Engine:''' The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3" of the setpiece, adding +2 if this is all within 18" of the engine and subtracting 2 if the setpiece is beyond 36" of the engine; on a 4+, the unit suffers a mortal wound. Note that this has no compunctions about where this takes place, though ideally this makes it so that the enemy would think twice about trying to snipe from cover while on your side of the board. ===Monsters=== *'''Stegadon:''' (Behemoth; 200pts; 24 Summon points) A monster triceratops that buffs skinks and isn't too shabby in combat itself. Unlike the carnosaur, the stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (25"/3A/4+/3+/-1/D3d) or What stands out most is its Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they're now flamethrowers, and they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that's a lot of attacks. And really, what's more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. *'''Bastiladon:''' (Behemoth; 280pts; 24 Summon points) A crazy tanky ankylosaur monster that ignores rend and can even ignore mortal wounds. It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes in an AoE for point defense. However, this is a ranged beast. 20" range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard mystic shield for re-rolls on armour saves of 1 or have a skink priest give it rerolls to all failed armour+* saves. A rerollable 3+ armour save that cannot be reduced by ANYTHING (Not entirely true. Bastiladons ignore rend, they do not ignore modifiers to their save rolls from other sources - for example, Festus the Leechlord has a spell that straight up gives you -1 to your save rolls for the rest of the battle). And they are one of the few monsters that don't have a damage table, so none of its attributes get worst the more damage they get. Fuck. *'''Troglodon:''' (Behemoth; 140pts; 18 Summon points) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! It can be hilariously fast since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8" to subtract 1 from their bravery. Cool sculpt, jack of all trades, master of none tho, it might have used here and there, but you sadly will find someone who does the job better. Thankfully it is the cheapest of the dinos available, so it could make up a nice filler piece. What you can't take away from him is being somewhat tanky Slann range extender that won't mind being in melee. {{anchor|FWDread}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)''' (Behemoth; 420pts; 40 Summon points): so you have more gold than an entire Starhost and want to show it? fine, do it. What do you get from 420 points and 3 kilograms of resin you ask? well, at max healtH... 10" move 16 wounds and save +3, Gargantuan Jaws (2"/3x/3+/3+/-2/FUCKING 6, NO D6, STRAIGHT 6), Raking Claws (2"/10/3+/3+/-1/1) and Armoured Tail (1"/1/4+/3+/-1/D6). [[Meme|NOW DAT'S A LOTTA DAMIDGE]]. Seriously, the killing power of this thing makes Khorne angrier with envy and gives him a whyboner. You could eat 3 fucking heroes on foot with this guy (assuming your enemy is stupid enough to allow him to do that). Re-roll 1s to hit and wound monsters, heal D3, -1 Bravery at 12" aura, and a nice little buff to Skinks, making them not to take battleshock if they are at 24" of this baby-boy. Like if you need one of those with default +10 Bravery. You could fuck Archaon up and be the new Everchosen as well. Take it with Kroaknado because who needs friends anyway. Target it with the Skink Starpriest's Staff ability and make those jaws do 12 damage on 6's to wound, and throw its spell on him so he's -1 to be hit cuz why not? the only problem is his base is MASSIVE!!! 280mm x 210 mm (that's 11" x 8.25" or the size of a standard piece of printer paper with the corners rounded off for us American types)
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