Seraphon – Skink Starseer
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Skink Starseer

Greatest of all the skink priesthood, the Starseers are the most powerful wizards of a constellation after the slann themselves. Their celestial blessings allow them to gaze into the future, influencing the skeins of fate to their masters’ unknowable ends.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astral Bolt
Astral Bolt18"23+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astromancer’s Staff
Astromancer’s Staff2"24+3+-1D3

Unit Size: 1      Points: 145
Battlefield Role: Leader
Base size: 50mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host


A Skink Starseer is a single model armed with an Astromancer’s Staff and Astral Bolt.

FLY: This model can fly.


Cosmic Herald: Through performing complex star-rituals, these priests can divine – and therefore manipulate – the outcome of a battle.
At the start of your hero phase, if any friendly models with this ability are on the battlefield, roll 1 dice. On a 4+, you receive 1 command point.

Astromancer’s Staff: A Starseer’s staff contains the power to alter the flow of time.
At the start of your charge phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this model. If you do so, in that phase you can attempt to charge with that unit if it is within 18" of the enemy instead of 12", and you roll 3D6 instead of 2D6 when making the charge roll.


This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Control Fate spells.

Control Fate: This spell grants the caster a brief chance to influence the destiny of a friend or foe.
Control Fate has a casting value of 7. If successfully cast, pick 1 unit within 18" of the caster and visible to them. If that unit is an enemy unit, until your next hero phase, subtract 1 from save rolls for attacks that target that unit. If that unit is a friendly SERAPHON unit, until your next hero phase, add 1 to save rolls for attacks that target that unit.

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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The SKINK keyword is used in the following Seraphon warscrolls:

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 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 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.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 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.

The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022