Lord Kroak

(Unit)
Type: unit
Category: Leader
Categories: HERO, LORD KROAK, ORDER, SERAPHON, SLANN, STARMASTER, WIZARD, Leader, Unique
LinkId: 3a2b-9257-a20d-a68d
Hidden: false
Costs: 440 pts

Constraints:

max(roster): 1
Options (2)

Profiles:

Unit MoveWoundsBraverySave
Lord Kroak

5"

18

9

4+

Magic Cast/Unbind
Wizard

4/4

Arcane Bolt, Mystic Shield, Celestial Deliverance, all spells from the Lore of Celestial Dominion in a Starborne army, all spells from the Lore of Ancient Domains in a Coalesced army

Unit Abilities
Arcane Vassal

When this model attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD that is within 12" of this model or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for the spell from that SKINK WIZARD or ORACLE.

Azyrite Force Barrier

The Attacks characteristic of this unit's Azyrite Force Barrier cannot be modified. Each time this unit attacks with its Azyrite Froce Barrier, roll 1 dice for each enemy model within range. Roll 5 dice instead of 1 for each enemy MONSTER within range. On a 5+, that model's unit suffers 1 mortal wound.

Dead for Innumerable Ages

At the end of each phase, if any wounds or mortal wounds are allocated to this model, roll 3D6 and add the number of wounds and mortal wounds allocated to this model to the roll. On a 20+, this model is slain. On any other roll, heal all wounds allocated to this model.

Fly

This unit can fly.

Golden Death Mask

At the start of the combat phase, you can pick 1 enemy unit withinn 12" of this unit and visible to it, and roll 2D6. If the roll is equal to or greater than that enemy unit's Bravery characteristic, the strike-last effect applies to that unit until the end of that phase.

Impeccable Foresight

At the start of your hero phase, roll 3 dice for this unit. For each 4+, you receive 1 command point.

Supreme Master of Order

Add 2 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Warmaster

If this unit is included in a Seraphon army, it is treated as a general even if it is not the model picked to be the army's general.

Spell Casting ValueRange
Arcane Bolt

5

12"

If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.

Celestial Deliverance

7

12"

This unit can attempt to cast this spell multiple times in your hero phase. Each time this spell is successfully cast, pick up to 3 different enemy units within range and visible to the caster. Each of thoes units suffers D3 mortal wounds.

Comet's Call

7

-

If successfully cast, pick up to D3 different enemy units on the battlefield. If the casting roll was 10+, pick up to D6 enemy units instead of up to D3. Each of those units suffers D3 mortal wounds (roll separately for each unit).

Drain Magic

6

-

If successfully cast, until the end of the phase, add 1 to dispelling rolls made by friendly units and subtract 1 from unbinding rolls made by enemy units.

Empowered Celestite

7

18"

If successfully cast, pick 1 friendly SAURUS unit wholly within range and visible to the caster. Until the start of the next hero phase, improve the REnd characteristic of that unit's Celestite weapons by 1. A Celestite weapon is any weapon that has 'Celestite' in the name.

Itzl's Invigoration

6

12"

If successfully cast, pick 1 friendly MONSTER unit wholly within range and visible to the caster. Until the start of your next hero phase, use the top row of that units's damage table, regardless of how mnay wounds it has suffered.

Mystic Shield

5

12"

If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

Mystical Unforging

8

12

If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, the Rend characteristic of that unit's weapons is treated as '-'.

Stellar Tempest

8

24"

If successfully cast, pick 1 enemy unit within range an visible to the caster. Roll a number of dice equal to the number of models int hat unit. For each 5+, that unit suffers 1 mortal wound.

Telepathic Summons

6

9"

If successfully cast, pick 1 friendly SAURUS unit that is not a MONSTER and that is visible to the caster. Remove that unit from the battlefield and set it up again on the battlefield wholly within range of the caster.

Tepok's Beneficience

5

18"

If successfully cast, pick 1 friendly SKINK unit wholly within range and visible to the cater. Until the start of your next hero phase, subtract 1 from wound rolls for attacks that target that unit.

The Earth Trembles

8

-

If successfully cast, pick 1 of the corners of the battlefield and draw a straight line between that corner and the closest part of the caster's base. Roll a dice for each enemy unit passed across by that line. On a 4+, that unit suffers D3 mortal wounds.

Weapon TypeRangeAttacksTo HitTo WoundRendDamage
Azyrite Force Barrier

Melee

3"

1

-

-

-

-

Modifiers:

add category COALESCED
1+ selections of Coalesced in roster (recursive)
add category DRACOTHION'S TAIL
1+ selections of Dracothion's Tail in roster (recursive)
add category FANGS OF SOTEK
1+ selections of Fangs of Sotek in roster (recursive)
add category KOATL'S CLAW
1+ selections of Koatl's Claw in roster (recursive)
add category STARBORNE
1+ selections of Starborne in roster (recursive)
add category THUNDER LIZARD
1+ selections of The Thunder Lizard in roster (recursive)
Used By (1)
Order - Seraphon(Catalogue)