Seraphon – Lord Kroak

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Lord Kroak

Despite his deathly state, Lord Kroak is the most powerful of all slann. The venerable Relic Priest appears unbidden when the Great Plan is most imperilled, the foes of the Seraphon laid to waste through an onslaught of arcane power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azyrite Force Barrier
Azyrite Force Barrier3"1
See below

Unit Size: 1      Points: 450
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

Lord Kroak is armed with an Azyrite Force Barrier.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 4 spells in your hero phase and attempt to unbind 4 spells in the enemy hero phase. If this unit is part of a Starborne army, it knows all of the spells from the Lore of Celestial Domination in addition to the other spells it knows. If this unit is part of a Coalesced army, it knows all the spells from the Lore of Ancient Domains in addition to the other spells it knows.

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.

FLY: This unit can fly.

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
Once per phase, when this unit attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD within 12" of this unit 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 that spell from that SKINK WIZARD or ORACLE.

Azyrite Force Barrier: Lord Kroak’s desiccated form is protected by a crackling energy field that blasts enemies who dare come close.
The Attacks characteristic of this unit’s Azyrite Force Barrier cannot be modified. Each time this unit attacks with its Azyrite Force 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: Lord Kroak is no longer alive in the conventional sense; his withered form is preserved only by his indomitable spirit. As a result, he is immune to all but the most devastating attacks.
At the end of each phase, if any wounds are allocated to this model, roll 3D6 and add the number of 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.

Designer’s Note: If Lord Kroak suffers 18 or more wounds before the end of a phase, he is immediately slain and no dice roll is made at the end of the phase.

Impeccable Foresight: Lord Kroak casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
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: The slann are amongst the greatest wizards in existence, but Lord Kroak is mighty even in comparison to others of his kind.
Add 2 to casting, dispelling and unbinding rolls for this unit. In addition, this unit can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Golden Death Mask: The all-seeing gaze of Kroak’s impossibly ancient death mask is said to pierce the very soul.
At the start of the combat phase, you can pick 1 enemy unit within 12" of this unit and visible to it, and roll 2D6. If the roll is equal to or greater than that unit’s Bravery characteristic, the strike-last effect applies to that unit until the end of that phase.

Celestial Deliverance: Lord Kroak’s palanquin quivers with barely contained force before unleashing ruination on the enemies of the Seraphon.
Celestial Deliverance is a spell that has a casting value of 7 and a range of 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 those units suffers D3 mortal wounds.

Army List
Warscrolls collated

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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.
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 SKINK and WIZARD keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The SLANN keyword is used in the following Seraphon warscrolls:


The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The STARMASTER keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024