Thanat Ghoul Legend

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Note: this unit has fewer traits than suggested by its race (one trait less)
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<span></span>Dead flesh attracts vermin that bring all kinds of contagious afflictions with them. Some bodies have been suffering from disease before they became dead or even perished because of it. Right combination of afflictions and arcane intervention from inhabiting Thanat can induce cadaverous growth of bloating tumors instead of rot. This process produces a creature so ghastly and disfigured that it makes rotting corpse pretty by comparison. Bloated flesh adds toughness and flourishing pestilence drips from claws mystically grown with its help. Permanently thawed and possessed population of grave vermin living inside this monster makes it even more repulsive.

Note: this unit is ''unliving'' (has fixed trait named ''unliving'') - it cannot be poisoned, when it is recalled its hitpoints are set to 20 and it can heal from ''healing places'' only when also eligible for rest-healing or under effect of ''siccates'' ability of allied unit

(portrait)

Information

Advances from: Thanat Ghoul
Advances to:
Cost: 70
HP: 76
Moves: 4
XP: 130
Level: 3
Alignment: chaotic
Id: Thanat Ghoul 3
Abilities: lurks(deep)

Attacks (damage × count)

(image)claws(blade attack) blade15 × 2(melee attack) melee(poisoning)
(image)vermin swarm(blade attack) blade12 × 3(ranged attack) ranged(aimed, swarming, dwindling)

Resistances

(icon) blade20% (icon) pierce20%
(icon) impact20% (icon) fire20%
(icon) cold40% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water410%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen230%
(icon) Fungus240%
(icon) Hills250%
(icon) Mountains350%
(icon) Sand230%
(icon) Shallow Water220%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Dec 12 02:44:36 2024.