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Sacred Kroxigors are a Lizardmen monstrous infantry unit introduced in The Hunter and the Beast.


Kroxigors are giant crocodilian relatives of the Saurus. They are hulking creatures, their bodies consisting of slabs of rock-hard muscle and massive jaws bristling with razor-sharp teeth. When enraged, they unleash their only form of speech - a blood-curdling roar that reverberates across the jungle. During times of war, units of Kroxigors are used as shock troops to batter enemy battlelines. In combat, formations of Kroxigors and Skinks prove unusually effective, with the Skinks able to pepper foes with poison-tipped javelins before crashing headlong into combat, where they are backed up by the crushing power provided by the mighty Kroxigors. Because of their massive frames, Kroxigors can easily reach over any intervening Skinks, allowing the reptilian giants to pulp more than their share of any foe.

Kroxigors form the working class in Lizardmen society. Their huge, muscular bodies were designed by the Old Ones to have Kroxigors act as the main beasts of burden when constructing their ancient Temple cities. Like most Lizardmen, they are born through the spawning pools according to the plans of the Old Ones. Kroxigors lack any sort of complex thinking, relying on the Skinks to order them around and provide leadership. Kroxigors and Skink Cohorts often fight together - while the Skinks lure unsuspecting enemies into lower waters, the Kroxigors lure just below the surface before erupting and crushing them without mercy. Kroxigors are soothed by Skink presence, defending them against all harm and following them even into the midst of battle. In peacetime, they build and keep the Temple cities intact. In war, they take up weapons to defend them.

In battle, Kroxigors often carry large stone hammers and maces which even the strongest Saurus could not attempt to lift. They fight with a savage strength and are often overcome by their predatory instincts. Sometimes Skinks have to chain their heavy weapons to themselves for the Kroxigors, once angered, often drop them and start ripping apart enemies with teeth and claws or crushing them with savage blows. Kroxigors seldom wear any armor, instead they rely upon their natural defenses like so many Lizardmen.


  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Predatory Senses: These units are natural hunters that can sense prey hiding nearby.
  • Primal Instincts: When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.


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Where the standard Kroxigors are anti-infantry units, the Sacred Kroxigors are much more generalists. They have high armour-piercing values, but no bonus vs large or infantry. This makes them good against anything armoured really, being able to wade through lines of infantry, tackle a large armoured monster, or fight off some heavy cavalry. They also have magic attacks which is helpful against anything with Physical resistance. DO NOT bring the sacred variant against dwarves, due to their resistance to magic damage. the regular krox's anti-infatry bonus more than makes up the difference between stats, alongside being cheaper.