Soulblight Gravelords – Cado Ezechiar, the Hollow King
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Cado Ezechiar, the Hollow King

Known as the Hollow King, Cado Ezechiar seeks both vengeance and redemption. Once a mortal king, his lands were ravaged by Chaos. Now he hunts the servants of ruin while seeking a way to escape the controlling will of Nagash.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ezechiarian Greatsword
Ezechiarian Greatsword2"53+3+-22

Unit Size: 1      Points: 135
Battlefield Role: Leader
Notes: Single, Unique

Cado Ezechiar, the Hollow King, is armed with an Ezechiarian Greatsword. He cannot gain a subfaction keyword.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

The Hunger: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by attacks made by this unit in that phase that were allocated to enemy units.

The Court of the Lost: The iron rings worn by Cado hold the spirits of souls from his past. In times of need, he summons their ethereal forms to aid him.
At the start of your hero phase, if this unit is on the battlefield, you can say it will summon a spirit from the Court of the Lost. If you do so, pick 1 of the effects below. That effect lasts until the start of your next hero phase.

Spirit of the Steed: This unit has a Move characteristic of 14".

Spirit of the Tutor: Add 1 to casting, unbinding and dispelling rolls for this unit.

Spirit of the Fallen: If an attack made by this unit wounds the target, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a save roll).

Retribution or Salvation: Cado’s quest for both vengeance and self-control manifests as two forms of sorcery: bolts of killing judgement and an aura of regal authority that animates nearby dead.
Retribution or Salvation is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 unit within range and visible to the caster. If that unit is an enemy unit, it suffers D3 mortal wounds. If that enemy unit has the CHAOS keyword, it suffers 3 mortal wounds instead of D3. If that unit is a friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit, you can heal up to D3 wounds allocated to that unit or, if no wounds are allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of D3 or less.

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.
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.
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.

The VAMPIRE LORD keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth

The SOULBLIGHT GRAVELORDS and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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.
© Vyacheslav Maltsev 2013-2022