Dread Saurian

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Dread Saurian is a Lizardmen Monster unit introduced in The Hunter and the Beast.

Description[edit | edit source]

Immense creatures, larger than the towering Carnosaur, Dread Saurians are few in number and sacred to the Lizardmen, and the fury of each that prowls the fetid jungles is moderated only by the arcane power of the ceremonial armour that bedecks them. Without this precaution, even the power of the Slann could not hold them in check when they are unleashed.

When a Dread Saurian lets out a triumphant cry, its roaring echos can be heard within the titled plazas of the Lizardmen cities as well as Lustria's deep jungles; a roar that all predatory reptiles both fear and respect. Protected by large armoured plates of gold and jewels inscribed with ancient prophecies, these mighty reptilian beasts often live within mountainous temples dedicated to the Old Ones. From here, they are kept in lavishly decorated chambers that are befit for a king, where the Skink Priests give up offerings of sacrifice to these mighty demi-gods. These ceremonial titans carry the most precious relics of ancient days, items of power left behind by the Old Ones. With these artifacts in their possession, the Dread Saurian are near indestructible when unleashed upon the enemy.

When the Winds of Magic rise and a great storm draws close, the Slann Mage-Priests will stir and chant the ancient rituals of binding, shackling the captive Dread Saurians to their will, their legendary might being coveted by the sorcerers and wizards of younger races. Let loose upon the battlefield these reptilian monstrosities wreck terrible havoc upon the foe with both their fang-lined jaws and the divine blessing of the Old Ones.

Attributes[edit | edit source]

  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Rampage: When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Strategy[edit | edit source]

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The same as the Feral version with better Leadership and a howdah on its back that provides a poison missile barrage, making it a much more well rounded combatant.