Kharibdyss

(Entry)
Type: model
EntryId: c08e-430a-085f-02c9
Hidden: false

Constraints:

max: 1
min: 1
Rules (6)
Abyssal Howl
Enemy units that are in base contact with a Kharibdyss must re-roll successful LD tests. This has no effect on models that have Immunity (Fear/Terror/Psychology).
Feast of Bones
Each To Wound roll of 6 from the Kharibdyss regular Attacks results in that attack inflicting Multiple Wounds (D3).
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any special attacks or attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.
Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Profiles:

Model MWSBSSTWIALDType
Kharibdyss

6

5

6

6

5

4

5

6

Monster