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Skink Chief is a Lizardmen hero in Total War: Warhammer II. Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.


On occasion, a Skink spawning will not produce an entire cohort from the pools of life, as is the norm, but instead only a single Skink will issue forth. These individuals are marked by the Old Ones and destined to lead, or otherwise achieve greatness amongst their kind. Of these, some show an aptitude for magic and become Skink Priests. Those that do not become Skink Chiefs, second in command to the priests. While the the priests attend to prophecies, it is left to the Skink Chiefs to execute orders. It is they who typically oversee patrols, major construction projects and the messenger system. It is not their role to sacrifice themselves in battle, but rather to spy out intruders, alert the Saurus and then guide them towards the foe. It is they who interpret the complicated instructions — often passed from Slann Mage-Priest to Skink Priest and finally to themselves. Then, in turn, it is they who give orders to the Saurus and the cold-blooded behemoths that make up the bulk of the Lizardmen armies.


  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Fire Whilst Moving: This unit can fire while on the move.
  • Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.


  • Replenish Troops
  • Damage Walls
  • Assassinate
  • Hinder Replenishment

Constant Local Effect[]

  • Boost Income
  • Discover Under-Cities





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