Cities of Sigmar – Frostheart Phoenix
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Frostheart Phoenix

Some of the Ur-Phoenix’s spawn radiate the elemental power of ice. Surrounded by a freezing aura that slows nearby foes to a crawl, these Frostheart Phoenixes strike from on high with deadly force, ripping and tearing their prey to pieces.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ice-cold Talons
Ice-cold Talons2"3+3+-12
Wounds SufferedMoveIce-cold TalonsBlizzard Aura

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Phoenix Flight
 • Xintil War-magi


A Frostheart Phoenix is a single model armed with Ice-cold Talons.

FLY: This model can fly.


Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy (this ability can never add more than 1 to the save roll).

Blizzard Aura: The chilling aura given off by a Frostheart Phoenix encases nearby foes in ice, slowing them and restricting their movement.
Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within range of the Blizzard Aura ability of any friendly models. The range of the Blizzard Aura ability for this model is shown on the damage table above.

Army List
Warscrolls collated
Faction Rules
• Allies
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The PHOENIX TEMPLE keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth

The FROSTHEART PHOENIX keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022