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Welcome to the Jungle, it gets worse here everyday.
"Before Elves, before Dwarfs, before Men, the Old Ones arrived upon this world. Then came Chaos and the Great Plan of the Old Ones was unmade. We are the last of their servants, and only by our hand shall the Great Plan be restored, with the total defeat of the usurping younger races."
Inscription upon the eastern boundary stone of the temple-city of Hexoatl

Also known as "the First Children of the Old Ones" or simply "the First", they are a civilization of Lizard Folk found in the jungles of Lustria and the Southlands. On the surface they are based on the Aztec and Mayan cultures but in truth, they are the former servants of the Old Ones, their first creation even before the Elves, and the archenemies of Chaos. Coming in several kinds from the intelligent and magic-attuned Slann or the tough and phlegmatic Saurus warriors to the skittish Skinks, all Lizardmen try to fulfill the will of the Old Ones, having been at quite a loss since the Old Ones left before the Chaos Invasion. To this day the Slann attempt to decipher their will and strive to restore the former order of the world.

The Lizardmen form an army of diverse specialized units. The mainstay of a Lizardman army is its cohorts of strong and tough Saurus warriors, Temple Guards and Oldblood. However, they possess light infantry and skirmishers in Skink units, Kroxigor shock-troopers and powerful mages in the Slann. They make ample use of the poisonous fauna of the jungle and its dinosaur-like monsters, from the lumbering Stegadon, to the Cold Ones and Teradon that the Lizardmen will ride, up to the mighty Carnosaur. Although it will be inevitably biased toward close-quarter combat and magic to some degree, a Lizardmen army has the tools to perform anything.

Despite their ultimately benevolent goal, the Lizardmen's methods leave them few allies. Dedicated with preserving the will of the Old Ones above all other considerations, the Lizardmen want to fight Chaos first and foremost. Moreover, many Lizardmen have found archenemies in the Skaven since they are a new race not created by the Old Ones and Clan Pestilens invaded Lustria. However, they are quite hostile at the idea of the younger races colonizing regions outside of the areas that the Old Ones designated for each race, and will try to stop them from doing so by outright force if it's deemed necessary by the Slann.


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    General Tropes 
  • Absurdly Dedicated Worker: The Old Ones created the Lizardmen as soldiers and workers to help mould the world into their desired form. Despite the Old Ones disappearing with the coming of Chaos, the Lizardmen continue trying to follow their lost masters' Great Plan but, due to the Old Ones keeping much of the details to themselves and the loss of some of the records that do exist, the precise shape of the Great Plan has become increasingly hazy and open to interpretation as the centuries have passed.
  • Advanced Ancient Acropolis: The cities of the Lizardmen are built according to Old One designs, and while they may seem at first glance like simple stone, the minerals used and the geometric patterns carved throughout them, arranged all according to specific principals on top of Ley Lines turn them into surprisingly advanced Magitek constructs.
  • Armor-Piercing Attack: The ancient Blade of Realities is said to simultaneously exist in every reality, allowing it to bypass any possible defence, be it physical or mystical. As a result, the Blade is able totally ignore any save, of any type, when used in combat.
  • Ascended to Carnivorism: The stegadon is based on a combination of Stegosaurus and Triceratops, but unlike its strictly herbivorous inspirations it is an omnivore with few compunctions about eating smaller creatures.
  • Berserk Button: The Lizardmen don't care if you peacefully go into their cities and won't stop you if you take the various golden ornaments and such out. But if you so much as look at the plaques bearing the writings of the Old Ones, you're dead. You somehow manage to take one of those plaques, they will hunt you down across the entire world until they get it back and kill the thief responsible.
  • Blow Gun: Blow pipes are the most advanced personal shooting weapons available to the Lizardmen. They have quite a short range compared to other armies' crossbows, bow and rifles, but have Multiple Shots and Poisoned Attacks.
  • Blue-and-Orange Morality: Lizardmen are essentially organic robots that are spawned to oppose the plans of Chaos and fulfill the plans of the Old Ones. Like robots, they'll do exactly what they've been programmed to do and are heedless of what that causes to anyone else.
  • Bombardier Mook: Lizardman Terradon Riders go into battle carrying large rocks in their talons, giving them a once-a-battle ability to bombard ground-bound units with a hail of stones.
  • Breath Weapon: The Salamanders of Lustria secrete a highly flammable oil in internal sacks, which they then can spit out to breathe fire and cook prey on the spot. The Lizardmen have taken to use Salamanders on the battlefield as moving flamethrowers.
  • Cold-Blooded Whatever:
    • While three of their castes — the Saurus, Skinks and Kroxigors — are clearly reptilian through and through, their caste of mages and priests, the Slann, resemble giant toads more than anything else. Despite their visibly amphibian nature, they're still considered to be Lizard Folk. Further, all castes begin their life in the spawning pools as tadpoles before maturing into their reptilian adult selves.
    • To a lesser degree, the other three castes are themselves a mishmash of creatures from several unrelated groups of reptiles — the Skinks are the only ones to be actual lizards, while the Kroxigors and Saurus resemble outdated reconstructions of theropod dinosaurs more than anything else, with crocodilian traits mixed in for the Kroxigors.
  • Death from Above: Terradon Riders and Ripperdactyl Riders ride flying lizard creatures while shooting with their blowpipes from the sky. In addition, the Terradons carry big rocks that they can drop on the enemy. One battle report narrates the quite hilarious death of a Daemon Prince ridiculously crushed by said rocks.
  • Death Ray: The Solar Engine can shoot a Beam of Chotec, concentrated sunlight that burns the enemy.
  • Decade Dissonance: The Bretonnians may be medieval, but these guys are barely out of the Stone Age. Not that they let that stop them — that stone is every bit as nasty as steel when swung hard enough and Lizardmen don't even need it to kick your ass.
  • Determinator: Don't get between the Lizardmen and a goal. Their entire racial identity is dedicated to pursuing the last directives passed down by the Great Ones and the Lizardmen will follow them for the rest of time.
  • Domesticated Dinosaurs: They are all over the place as the Lizardmen can manage to tame the lizard beasts of the jungle, which all evoke dinosaurs as giant scaled creatures with teeth. The most common ones are the lumbering Stegadons that act as beasts of burden and massive charging Skink carriers. Most of the others, from the flying Terradons to the massive and savage Carnosaurs act as mounts for their armies.
  • Dying Race: The Lizardmen have been in a long, steady decline ever since the Old Ones vanished. Most of their temple-cities fell during the original coming of Chaos, they have lost most of their understanding of the Old Ones' plans and technology, and have generally been losing ground and numbers to the incursions of Chaos and the younger races for millennia.
  • Early-Installment Weirdness: Lizardmen lore underwent a drastic change in the 5th edition of the game, with their new lore coming to be the definitive version. In the original lore, the Slann and Lizard Men were entirely separate races; the Slann were a race of Frog Men who had come to the Warhammer world in the ancient past from another world, conquering it and literally reshaping it to their liking, before undergoing a massive social decline to the point they had largely become little more than barbarians, save for a few city-states still clinging to a Mayincatec-flavored empire. The Lizard Men were the original rulers of the world, who had been defeated, conquered and reduced to savagery in a war for domination, so their modern descendants were primitive, brutish barbarians who, ironically enough, otherwise fit the same niche that the Skaven later filled — they lived primarily underground, in a global system of tunnels deep below the diggings of goblins and dwarfs, and often fought with the other two races; they also raided the surface for slaves, kidnapping whole villages in the dead of night. The Lizard Men lived alongside Cold Ones, their bigger and nonsapient ancestors, and Troglodytes, giant, smelly and dimwitted relatives of theirs that were based on the D&D kind and which would later serve as the basis for the Kroxigors. Slann armies consisted of slann warriors and heroes supported by lizard men vassals, forced to serve their ancestors' conquerors, and lobotomized, castrated, drug-addled human slave-soldiers.
  • Emotionless Reptile: The Lizardmen are extremely clinical and mentally rigid beings, with little ability and less interest in moving outside of the often very specific instinct and programming that was given to them by the Old Ones who created them; the only thing they care about is fulfilling their very specific personal roles in the Great Plan. On the one hand, this means that they don't hold grudges, don't seek power for its own sake, and fight with little hatred or malice; if something doesn't objectively advance the Great Plan, they don't care about it. On the other hand, they're almost impossible to reason with, because only very specific logical arguments will sway them from a set course — they have no more empathy than cruelty, and emotional pleas or ethical considerations don't register for them. In-game, this is represented through their Cold-Blooded rule, which gives all Lizardman units the ability to roll an extra die when taking morale tests and choosing the most favorable results.
  • Fantastic Caste System: Mandated by their very biology, the different species are spawned with their basic skills already in place. Reinforced in that they cannot reproduce, but are all separate creations of the spawning pools.
  • Fantasy Counterpart Culture: Of pre-Columbian civilizations such as the Aztecs, Mayans and Incans. Their pantheon and architecture in particular is very similar to the Aztecs and Mayans.
  • Fantastic Slurs: The Lizardmen typically refer to the younger races as "Warm-Bloods", which is not meant as a polite term. If they're feeling especially peeved or condescending, they usually go for [Species]-Spawn.
  • Future Imperfect: The oldest Lizardmen remember what it was like when the Old Ones were present, but millennia of their absence and imperfect interpretations of their remaining orders have led to the Old Ones being misinterpreted as gods by the newly spawned Lizardmen.
  • Gotta Catch Them All: The Lizardmen are after gold plaques that the Old Ones left them as instruction tablets but most were lost for the most part during the first coming of Chaos. Even the mere rumor of one of those tablets in a location is enough to push the Slann to rouse an entire army to retrieve it.
  • Hero of Another Story: The Lizardmen have, like the Elves and Dwarves, battled the first invasion of Chaos and actually bore the brunt of the onslaught. They have another perspective about the world's history as former servants of the Old Ones and they covertly contribute to quell Chaos' intrusions, such as secretly strengthening the Great Vortex's wards on Ulthuan. Being isolationists and secretive, no one knows of their contributions to the world.
  • Horse of a Different Color: What kind of creature would go well with an army of Lizard Folk coming from the deep jungles? Giant dinosaurs of course. All Lizardmen Mounts and Beasts Of Battle will evoke in some form existing dinosaur archetypes, including variants of Tyrannosaurus, Triceratops/Ankylosaurus, Deinonychus, and Pteranodon.
  • Hungry Jungle: Lustria is a deadly jungle with horrible humid weather where anything not big enough to eat you is extremely venomous, is full of unknown diseases and whose sole sentient inhabitants may kill you for trespassing into their territories.
  • Ley Line: The Lizardmen place great importance to a hidden system named the Geomantic Grid, made of unseen leylines and important nodes that collect and control the magic of the world. Many Lizardmen outposts and settlements are placed to guard specific nodes.
  • Lizard Folk: A species of jungle-dwelling, reptilian humanoids, heirs to an ancient civilization and based on a number of different reptilian species.
    • The warrior caste of the Lizardmen consists of the Saurus, bulky, lizard-like humanoids with thick scaled hides, viciously sharp teeth and fangs, muscular tails strong enough to break bones, bony spines across their bodies, and a ferocious, yet disciplined, attitude that make them the perfect soldiers.
    • The small, agile and intelligent Skinks are amphibious, humanoid lizards who make up the majority of the Lizardman workforce and everyday leadership. Skink possess nimble figures, scaled skin, short tails, crested on their heads and have an aptitude for stealth that they use to ambush invaders. One Skink sub-species, the rare Chameleon Skinks, resemble the lizards they are named after and share their ability to blend into the environment.
    • The massive Kroxigor resemble a cross between a crocodile and an ogre, possessing great strength, an incredibly tough hide and massive jaws full of sharp teeth that can rip most humanoids to shreds in moments. Possessing limited intelligence, Kroxigor are used as construction slaves by the other Lizardmen races but their ability to move in near complete silence, despite their size, means that they often accompany Skink cohorts into battle, adding their strength and ferocity to their small cousin's ambushes.
  • Lost Common Knowledge: Standing from a point of view after the First Great Chaos Invasion, it is mentioned that many routine rituals the Slann performed then were lost during the war against the daemons (especially those pertaining to the geomantic grid), as were many great artifacts. And by rituals, they mean procedures to maintain a sophisticated system and technological tools. Nowadays, the Lizardmen are reduced to using beasts of burden and wielding maces of stone to get things done.
  • Lost Technology: Most of the Lizardmen's high-tier artifacts — such as the Engines of the Gods and the Solar Engines, powerful energy weapons mounted on the backs of dinosaurs — were originally created by the Old Ones using processes that the Lizardmen either never knew or have long since forgotten. As a result, new ones cannot be made and the existing ones are completely irreplaceable, requiring the Lizardmen to carefully balance the benefit of having their firepower on the field versus the risk of losing them in battle.
  • Mayincatec: The Lizardmen do take a lot of their imagery from real-life civilizations of the Americas, such as building stepped stone temples in the jungles, worshiping a feathered serpent for a god through gruesome sacrifices like the Aztec, and being in constant conflict with Old World explorers come to steal their gold.
  • Mighty Glacier: With the exception of the Skinks, Lizardmen armies consist of Saurus, Kroxigors and dinosaurs that are not particularly fast, but are very tough and hard-hitting. The only core units that rival Saurus Warriors in terms of both strength and durability are Black Orcs and Chaos Warriors.
  • Nerves of Steel: Lizardmen don't approach danger like warm-bloods do, as they are bound by duty and perhaps a biological inability to panic in a similar fashion. In-game, the Cold-Blooded rule allows to pick the best two dices out three in a leadership test, meaning that even Dwarfs will be more likely to break than the Saurus Warriors.
  • Ninja Pirate Robot Zombie: Above all else, fans love them for essentially being Aztec dinosaurs that ride bigger dinosaurs.
  • One-Gender Race: All Lizardmen are more technically sexless and just come into existence from special pools in their jungle cities rather than any sort of sexual reproduction. One of their cities was abandoned after the Skaven poisoned its spawning pools which is why the Lizardmen hate them. Those pools are extremely precious and the Lizardmen can't make any more.
  • Power Crystal: The crystal of the Solar Engine emits a powerful glow that excites the nearby Lizardmen and can be concentrated to fire a beam of light.
  • Prehistoric Animal Analogue: The Lizardmen's dinosaur-monsters cover most of the usual roster of fictional dinosaurs — carnosaurs are the big, Tyrannosaurus or Allosaurus-like predatory theropod, the cold and horned ones are the scaly raptors, bastiladons are heavily armored ankylosaurs, troglodons are based chiefly on spinosaurs, and stegadons are monstrous pseudo-ceratopsids with some stegosaur traits.
  • Punny Name: It's fairly common for Lizardman characters to have names that are meant to phonetically resemble humorous phrases, such as Itzibitzi, Tenehuini (later changed to Tehenhauin, pronounced like "ten in one"), Tiktaq'to (and his Terradon mount Zwup) or Lord Kroak (a deceased Slann — i.e., a frog who croaked). Slann names from the very early editions, when the Slann and Lizardmen were separate races, included things like Pintamilkada, Cupacocoa, Mylkbotyl, Pinacolada, and Ethelalco'ol.
  • Pyramid Power: The Temple-Cities are centered around the pyramids in which the Slann reside, having been built on privileged places of power to facilitate magic and meditation. Moreover, the End Times reveals that they double as spaceships.
  • Religion is Magic: All of their (very powerful) spellcasters are referred to as Priests. The Slann Mage-Priests are High Priests.
  • Savage Spinosaurs: One of the deadliest of Lustria's dinosauroids is the Troglodon, a spinosaur-like terrestrial creature that lives in caves and compensating its blindness with using whiskers and its tongue to track down prey. Troglodons are vicious and territorial creatures who will attack unprovoked, the only exceptions being fork-tailed Skinks who have the unique ability to tame them.
  • Spike Shooter: Razordons can shoot their spikes at any would-be aggressor and on the tabletop have a Shoot Barb rule to fire grapeshot.
  • Super Spit: Troglodons can spit venom to kill their prey and to decompose flesh to make it easier to eat.
  • Temper-Ceratops: The stegadon, a combination of the Stegosaurus and Triceratops, is an omnivorous dinosaurian beast known for its territorial and highly aggressive nature and tendency to trample and gore creature that provoke them.
  • Temple of Doom: The Lizardmen mainly live in Temple-Cities, huge settlements built in the middle of the jungle at key points in the Geomantic Grid. Here the Slann can more easily tap in the power of the Grid, and these places are the most fiercely defended fortresses of Lustria, designed to withstand a Daemonic invasion.
  • Terror-dactyl: Terradons are Hollywood Pteranodon with great leathery wings and birdlike, clutching feet. Ripperdactyls are a much more aggressive, long-tailed and lizard-snouted kind, and are ferocious predators of land-bound targets.
  • Theme Naming: The Skink heroes are named after references to their small size (Itzibitzi, Tenehuini etc). The dinosaur mounts for special characters are named after the Dinobots.
  • Toxic Dinosaur: Troglodons are Spinosaurus-like creatures that dwells in the grottos and swamps of Lustria and are some of its most dangerous predators. They gets their infamy thanks to their hunting strategy, where they use their bite to inject a lethal poison into their prey, and can also use its venom as a spitting projectile.
  • T. Rexpy: Carnosaurs, a species of monstrous pseudo-tyrannosaurs with some raptor traits, that serve as the apex predators of the Lustrian jungles and as the Lizardmen's most prized war mounts.
  • Vestigial Empire: Most of their temple-cities are in ruins, flooded, sunken or otherwise uninhabitable, and they've long lost the magical network that once connected them to the Southlands and other parts of the world. However, they're on the way back up; they've actually managed to reclaim one of their lost cities, and there are plans for the others.
  • Well-Intentioned Extremist: From their point of view, for the most part. The Lizardmen are dedicated to restoring order to the Warhammer world and no-one particularly objects to their methods for fighting against Chaos and Skaven but some of the plans they follow are a sticking point for the civilized races of the world. This is because the Slann are kinda lost after losing contact with the Old Ones, so they try to salvage whatever scraps of their plans that remain and follow them to the letter. Those plans involve such minor tasks as returning all the Elves to Ulthuan, all the humans to the Old World, and all the Dwarfs to the mountains, along with making sure those races stay within those tightly-defined borders. There's also completely exterminating everything else not mentioned in the plans. Yeah, good luck with that.
  • Worthless Yellow Rocks: The Lizardmen do see some value in gold, considering the metal's inherent resistance to corrosion a good way of storing information for a long time, but they can't quite understand why the other races are so eager to get their hands on it. However, the Old Ones wrote their messages down on golden plaques. You do not want to steal one of these plaques.

    Lizardman Castes 

Slann

https://static.tvtropes.org/pmwiki/pub/images/slann_model_6.png

The priests, wizards and leaders of the Lizardmen, the Slann are beings of incredible age and rarity. Even the youngest remember the days when the Old Ones walked the earth, but no Slann have been born since the fall of the Warp Gates so long ago. Those that remain spend most of their time in deep meditation as they try to divine their creators' plans for the world, only awakening to lead the Lizardmen in times of great crisis.


  • Adipose Rex: The Slann are all fat toad-like creatures, which is not helped by their highly sedentary lifestyles.
  • The Ageless: Slann do not appear to age like other creatures do, and barring injury or violence they endure through the millennia with no sign of decrepitude.
  • The Archmage: A species-wide trope, as the Slann all extremely talented mages whose grasp of magic is only matched by the greatest Elf Loremasters. The elder Slann are the most powerful living wizards on the planet, exceeding the knowledge, raw power and repertoire of any other spellcasters.
  • Cool Chair: Slann all sit on a levitating stone Palanquins when moving about, which allows them to ignore rough or dangerous terrain during play.
  • Dying Race: The Slann have fixed numbers and cannot reproduce — only five spawnings of Slann were created, all during the time of the Old Ones, and none have been born in the millennia since. Over half of their number died during the Great Catstrophe, and every Mage-Priest who died since has been an irreplaceable, disastrous loss from the dwindling numbers of a dying kind headed for extinction.
  • Frog Men: Unlike the rest of the Lizardmen, which are decidedly saurian in appearance, the Slann resemble enormous, barely humanoid toads.
  • The Magocracy: The Slann hold the highest authority in Lizardmen society, as they were designated to be the leaders by the Old Ones. However, the Slann spend most of their time pondering magical secrets and leave the day to day running to the Skinks.
  • Psychic Link: The Slann can communicate telepathically with each other and with their Skink acolytes, allowing them to swap spells with one another and to cast spells through their Skink vassals.
  • Squishy Wizard: The Slann are by themselves fat toads with scrawny limbs that couldn't support them if they tried to walk, let alone fight off an attacker. However, they are the strongest mages of the world. In game this is downplayed, as they do get Toughness 4 and 5 Wounds, making them marginally tough.
  • Super-Intelligence: The Slann have a superior mind compared to their kin, allowing them to easily wield the Winds of Magic. For instance, they can process the many feeds of information they divine when meditating in order to see the bigger picture. They are also the ones most able to decipher the plan of the Old Ones though they are definitely a step below.
  • Time Abyss: Slann are functionally immortal, and no living Slann were created any earlier than before the Old Ones' departure many thousands of years ago.

Saurus

https://static.tvtropes.org/pmwiki/pub/images/saurus_model.png

Saurus are the warriors and war-leaders the Lizardmen. They are powerful, fearless, and functionally ageless, growing only stronger and deadlier as they age, but have little aptitude for non-martial pursuits. As such, their roles are chiefly limited to serving as guards, soldiers and generals.


  • The Ageless: Saurus do not appear to age as other creatures do, simply becoming Stronger with Age, and no Saurus has been known to die of old age. Their dangerous lifestyle means that most die relatively young, but the greatest Saurus heroes are thousands of years old.
  • Berserk Button: Hard-wired into the minds of Temple Guards, who will kill anyone who even dares to look at a Slann funny even if they didn't actually have murderous intent, as some Skinks have learned the hard way.
  • Crippling Overspecialisation: The Saurus are deadly warriors and very knowledgeable in the art of warfare, but lack much skill with anything else and have almost no ability to fill roles that don't involve fighting, directing soldiers or serving as guards.
  • Fantastic Race Weapon Affinity: Saurus soldiers typically wield bone- or stone-based, fang-lined weapons similar to Aztec macuahuitl.
  • Language Equals Thought: The Saurus speak a dialect of the main Lizardman language almost entirely devoted to describing combat.
  • Law of Chromatic Superiority: Pale or albino Saurus are considered to have been blessed by the Old Ones and are greatly revered.
  • Natural Weapon: Saurus were designed by the Old Ones to be absolute killing machines, using their claws and jaws to inflict damage upon the enemy. This was reflected in previous versions of the game by an extra attack for the front rank and a “Bite Attack” in even older versions.
  • Praetorian Guard: The Temple Guards are elite Saurus that are spawned specifically to watch the Pyramids in which the Slann live and accompany them in battle, gaining a number of morale bonuses in the presence of a Slann that make them practically impossible to rout. They are distinguished on the battlefield thanks to their Cool Helmet made out of a monster skull and heavier armor.
  • Stronger with Age: Saurus don't die of old age and spend their whole lives training and fighting, become progressively tougher and more dangerous combatants as the centuries wear on and as their scales toughen and they gain an increasing amount of experience in battle.
  • Super-Soldier: Saurus were created solely to be guards and soldiers, and excel at this role. Rank-and-file Saurus can tear our a man's throat with their claws, stave in his ribcage with a swipe of their tails and bite through steel armor, and they only become more dangerous as they age, gain experience and grow stronger and tougher. Their psychology also reflects this role; they have no interest or aptitude for non-martial pursuits, and their emotional register is largely limited to stoic calm and savage aggression.
  • Time Abyss: The eldest Saurus were old when the Old Ones still walked the worlds. Among the younger generations, Oldbloods are so named because they're centuries or millennia old.
  • Undying Warrior: One of the two Lizardman subspecies to be biologically immortal. Most die relatively young due to their lifestyles of constant fighting, but their veterans simply continue to grow stronger and become more experienced as they age. The eldest living Saurus are thousands of years old and some of the deadliest warriors in the world.

Kroxigors

https://static.tvtropes.org/pmwiki/pub/images/kroxigor_model.png

Towering, powerful and not very bright, the Kroxigors are the heavy lifters and heavy hitters of the Lizardmen. In peacetime, they're the workhorses of their society, pulling loads and hewing and moving the massive stone blocks from which the temple-cities are built. In war, they wade into battle alongside the Saurus to pound the enemy into paste with massive bronze mauls. They share a strange bond with the tiny, clever Skinks, and the two breeds are born from the same spawning pools.


  • Big Guy, Little Guy: Kroxigors have this dynamic with the diminutive Skinks. They are spawned from the same birthing pools, and their units can be mixed together and fight in unison.
  • Divergent Character Evolution: In 1st and 2nd Edition, the Lizard Men were allied with the Troglodytes, their giant, dimwitted and foul-smelling relatives, which were based rather directly on the kind present in Dungeons & Dragons. Later, when the modern Lizardmen faction was developed, these giant allies were renamed to Kroxigors and remimagined — they kept the size and dim wits, but dropped the foul odor and the subterranean habits and became part of the race of servitors created by the Old Ones, becoming very distinct from the original creatures they had been based on.
  • Dumb Muscle: While they're useful as workers and shock troops, they're not known for intelligence — they do not even speak, and are highly forgetful and easily distracted, to the point that Skinks often have to chain their weapons to their arms to keep the Kroxigor from simply dropping and forgetting them once a battle is over.
  • Never Smile at a Crocodile: While for the most part they look like bigger, hulking Saurus, Kroxigors are also described as crocodilian in appearance and share the Skinks' affinity for the water, easily slipping through swamps and rivers. They also enjoy floating in waterholes between tasks, leaving only the tops of their heads visible, which besides being relaxing also helps them ambush potential meals.
  • Primitive Clubs: As they lack the finesse to use more complex weapons, Kroxigors fight almost exclusively with sweeping blows of huge bronze or stone mauls that maximize their immense strength without being held back by their lack of finesse, training or agility.
  • Smash Mook: Kroxigors go into battle wielding either enormous bronze mauls and cudgels or their bare fists, which they employ with straightforward brutality.

Skinks

https://static.tvtropes.org/pmwiki/pub/images/skink_model.png

Skinks are the smallest, weakest and most numerous of the Lizardman breeds. They're also the second-most intelligent and magically adept Lizardmen and provide the glue that holds Lizardman society together, performing the myriad necessary roles that Saurus and Kroxigors are too specialized for and serving as intermediaries between the slumbering Mage-Priests and the rest of lizardkind — and, frequently, serving as interim leaders while the Slann sleep the centuries away.

A few Skink variants exist separately from the common variety. Red-Crested Skinks are rarer, larger and more warlike, while Chameleon Skinks possess color-changing skin and typically live outside of the temple-cities proper, keeping watch over the jungle and acting as specialized rangers and scouts during war.


  • Almighty Janitor: While the Slann are the ones that are nominally in charge of the Lizardmen, they are usually busy meditating and contemplating. When they aren't meditating, they tell their orders to a portion of the Skinks that otherwise act as major workhorses for their people as farmers, scribes, artisans, and administrators. While Skinks are the equivalent of ignoble skirmishers in war, they care for the Lizardmen's massive dinosaur mounts and are the second-most intelligent Lizardmen, rendering them the true active leaders in Lizardman society.
  • The Beastmaster: Skinks have an instinctual ability to work in group and they stand out as some of the greatest beastmasters of the game, being able to coerce and tame many species of Lustria to ride them to war or at least point them to someone they need dead.
  • Big Guy, Little Guy: Skinks have this dynamic with the towering Kroxigors. They are spawned from the same birthing pools, and their units can be mixed together and fight in unison.
  • Blow Gun: Skinks traditionally fight with blowpipes loaded with poisonous darts, which allow them to fight from a distance using a subtle method that doesn't give away their positions.
  • Fantastic Race Weapon Affinity: As they lack the strength for extensive melee fighting that Saurus and Kroxigors have, they prefer to fight with javelins and blowpipes from afar.
  • Fragile Speedster: Skinks are almost as fast as cavalry and as quick as an Elf, but are also very frail and have almost no armor. Thus, they are best used as mobile skirmishers harassing the enemy without coming to close quarters battle.
  • Hollywood Chameleon: Chameleon Skinks can perfectly match their skin's color and pattern to the environment's, represented as enemies having a penalty to hit them when shooting them. They use this ability to serve as the Lizardmen's scouts, spies and skirmishers, remaining completely unseen until they strike.
  • Improbable Aiming Skills: Chameleon Skinks are extremely good marksmen, due in part to extensive training and in part to their ability to focus on two distinct things at the same time and to literally "zoom in" their vision. This allows them to shoot their darts with unerring precision, such as by sending them directly into the joints of a suit of armor or through a minuscule vision slit.
  • Not So Extinct: Chameleon Skinks were believed to be extinct for a very long time, as their only spawning pools were located in Pahuax, a temple-city lost to Chaos during the Great Catastrophe, and the last of their kind perished in battle not long after. They have begun to reappear during the Age of Strife, first as isolated spawnings and then in greater and greater numbers, for reasons unknown, although the Skink Priests consider this to be a sign or warning from the Old Ones.
  • Poisoned Weapons: Skinks like to coat their darts and spears with the toxins of Lustria's many venomous and poisonous creatures, in order to more easily kill enemies that are tougher than they are.
  • Punny Name: It's fairly common for Skink characters to have names that are meant to phonetically resemble humorous phrases, such as Itzibitzi, Tenehuini (later changed to Tehenhauin, pronounced like "ten in one") or Tiktaq'to (and his Terradon mount Zwup).
  • Stealth Expert: Chameleon Skinks, thanks to their color-changing skin and extensive training, are unmatched specialists in stealth and hidden guerrilla warfare. They can move unseen through the jungle, following unsuspecting targets and cutting them down with poisoned darts from close range while remaining entirely unnoticed.
  • You Were Trying Too Hard: The Skink Priests; as the Skinks are the closest species to having free will among the Lizardmen (that will being, at most, a differing perspective on just how the Lizardmen will attempt to fulfill the One Ones' plans), some of them think up new religious practices and processes due to growing impatient with the Slann meditating to decide the next course of action to fulfilling the Old Ones' designs. The Slann inevitably put a stop to these practices the next time they impart their wisdom.

    The Old Ones 
Mysterious starfarers that came to the world in its ancient days, and decided to give it a central role in their grand and ineffable plans. The Old Ones shaped the world into its present form, warming its climate, moving its continents, and shaping the races of Elves, Dwarfs, Men and Ogres to populate it, while the Lizardmen were meant to be their agents, servants and assistants in their labors. The Old Ones' time came to a sudden end when the great warp gates at the world's poles, which they used to travel to and from the world, collapsed, tearing open great rifts to the Realm of Chaos and bathing the world in tides of demons and mutative energies. The Old Ones vanished in the instant of this event, and were never heard from again.
  • Ancient Artifact: Surviving Old One artifacts are technologically and/or magically advanced beyond anything that any modern species can create, and often incredibly powerful. Most factions aware of their existence tend to be very eager to get their hands on them, and keeping these out of the appendages of Chaos is a major concern for the Lizardmen. The less unique and world-shaking ones, such as the Engines of the Gods and Solar Engines, are used by the Lizardmen as instruments of war, although due to their age, rarity, irreplaceability and religious importance they are only brought out when their immense firepower is especially badly needed.
  • Ancient Astronauts: The Old Ones were extremely advanced, otherworldly beings who came to the Warhammer world in its ancient history, brought it out of its ice age, terraformed it into its present shape, created or uplifted its sapient species and brought magic to them.
  • Fantasy Aliens: The Old Ones were Ancient Astronauts who came from beyond the world and used their supernatural technology to terraform the planet and create most of the otherwise firmly Dark Fantasy setting's sapient species.
  • Precursors: The Old Ones were the first great civilization to exist in the world, and were creators of sapient species and wondrous artifacts that linger on to the present day. In the modern day, the Lizardmen view them as unfathomable, godlike beings and worship them as literal deities.
  • Riddle for the Ages: Their origin, nature and fate. It's not known where they came from, beyond that it was from somewhere beyond the world. It's not known why they came to it, or why they chose to shape and alter it into its current form. It's not known what happened to them when the polar gates fell and Chaos came, if they lived or died, or where they went — all that is known is that they vanished and aren't coming back.

    Sotek, the Deliverer 
The god of war and serpents, Sotek is a lizardman deity who has gained a considerable following among the Skinks despite the disapproval of the more conservative Slann. Ruthless and bloodthirsty, he has no mercy for the enemies of Lustria, and anything that stands in his path will be devoured. Tehenhuain is his first and greatest prophet, and Skinks chosen by Sotek are marked by bright red crests.
  • Arch-Enemy: To the Horned Rat, who is specifically referred to as the "nemesis of Sotek".
  • Deity of Mortal Creation: Although the lore is somewhat inconsistent about his origins (a few sources describe him as one of the preeminent Old Ones), Sotek is suggested to have been created through the devotion and prayers of the Skinks, spurred on by Tehenhuain.
  • The Dreaded: While he's honored by the Lizardmen, he's greatly reviled and deeply feared by the Skaven.
  • Expy: As a serpent god worshipped by a Mayincatec civilization through extensive blood sacrifice, Sotek is fairly clearly based on the feathered serpent god worshipped by multiple Mesoamerican civilizations.
  • Good is Not Nice: Although he's considered the divine savior of the Lizardmen (at least by the Skinks), which in many respects he is, Sotek also craves sacrifice and won't appear in full until fully sated.
  • Human Sacrifice: Skaven sacrifice to be exact. The worshippers of Sotek hunt and sacrifice the Skaven to their god in bloody ceremonies, involving cutting out the heart or skinning them. Not that the Skaven will be mourned or the rats don't deserve it but their fate if captured by the Lizardmen is quite unpleasant.

The Famed Executors of the Old Ones' Will

    Lord Kroak 
https://static.tvtropes.org/pmwiki/pub/images/lord_kroak.png
"Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is Chaos and Disorder, for ours is the true path, and none shall defy us"

A Slann of the First Spawning said to have been the very first Slann ever spawned upon the Old World, Lord Kroak was educated by the Old Ones Tepok and Potec on the natures of magic and time, and is said to have taught the first inklings of mage-lore to the eldest ancestors of the Elves. Making the supreme sacrifice at the fall of Itza, Kroak's spirit refused to die and he became the first of the Relic Priests, undead Slann whose spirits cling to their bodies and whose power may still be called upon in desperate times.


  • The Archmage: He was quite possibly the most powerful mage in the entire setting while he lived. Even in death his remains are still incredibly powerful.
  • Cool Mask: Kroak's remains wear a Golden Death Mask, which forces a penalty to hit on enemies wishing to attack him.
  • Fantastic Nuke: His signature spell, the Deliverance of Itza, is a unique High Magic spell that creates a Sphere of Destruction centered on Kroak but which ignores friendlies.
  • Heroic Sacrifice: Lord Kroak purposefully left himself vulnerable to a dozen Bloodthirsters coming to him in order to prepare a spell that would save Itza. While he was torn to pieces, he managed to cast The Deliverance of Itza, banishing all daemons around him and in the city.
  • Holy Burns Evil: His Deliverance of Itza spell manifested as a wave of light and banished a whole army of Daemons. Even dead, the remaining energy is particularly potent against daemons and undead, wounding them more easily than other enemies.
  • Long Dead Bad Ass: A special case in the Warhammer world, Lord Kroak is not a reanimated or resurrected being and has not come back from death; he is actually completely and utterly dead, and has been for thousands of years. There is absolutely no life in his mummified corpse, unlike the Tomb Kings who had their mummified bodies resurrected. That being said, his soul remains bound to his body, and Lizardmen still take Kroak's corpse into battle because his remains are so magical that he can still level cities.
  • Person of Mass Destruction: Lord Kroak, or at least his corpse, constantly exudes magical energies that harm all enemies in the vicinity. His only spell The Deliverance of Itza inflicts a random number of automatically Strength 4 hits to enemies within a certain distance of him.
  • Punny Name: He's a giant, dead frog-man. Named Kroak. That this trope applies is pretty obvious, seeing as he croaked it a long time ago.
  • Some Kind Of Forcefield: He has the Supreme Shield of the Old Ones giving him a 3+ ward save.
  • Ur-Example: For mages in the setting as he is ultimately responsible for magic spreading. Kroak was the first mage in the world, personally taught by the Old Ones. Kroak would then teach magic to the young race of Elves, who would in turn eventually have one of their number (the archmage Teclis) teach it to an even younger race of Men.
  • Weak to Fire: The mummy of Lord Kroak is especially vulnerable to flaming attacks, being Flammable.

    Lord Mazdamundi 
"Woe to the warm-bloods who would despoil our realm, for their craving for trinkets and baubles drives them deeper into lands forbidden to them. Cast them out, show them no pity, feed their carcasses to the beasts of the jungle and leave their bones to bleach upon the golden shores of our land. Let them see that it is folly to intrude upon the domains of the Lizardmen."

Lord of the Solar City, Lord Mazdamundi is the oldest of those Slann who still remain alive upon the world. The most active and militant of the remaining Slann, Mazdamundi believes that the Lizardmen have failed to complete the first of the Old Ones' decrees — the extermination of those races not part of the Great Plan. As such, he leads frequent crusades to wipe out those races he sees as not belonging in the world, such as Orcs, Skaven and Beastmen; only once all of the contaminating elements have been removed can the Slann hope to bring the Old Ones' Great Plan back on course.


  • Anti-Magic: His Cobra Mace can destroy all magical items belonging to an enemy he's in contact with.
  • The Archmage: Mazdamundi is the sole remaining Second Spawning Slann and thus the greatest living mage of the Lizardmen, as well as one of the greatest mages in the entire history of the world. In game, Mazdamundi is a natural Level 4 wizard and Loremaster in High Magic and all basic disciplines of magic. Moreover, his Disciplines of the Old Ones protect him from miscasts, allow him to reroll when casting, and provide him with an additional dice for the magic phase.
  • Beast of Battle: Rather than float amongst the ranks of his Temple Guard during battle, Mazamundi will mount his palanquin-throne upon the back of a massive Stegadon in place of a howdah and personally lead Hexoatl's forces. Mazamundi's current mount, Zlaaq, has served the Mage Priest for more than five hundred years.
  • Big Good: To his own people. Mazdamundi is the Slann with the overall most authority over his race, and all Lizardmen defer to him in any matter.
  • Blinded by the Light: His Sunburst Standard of Hexoatl forces a penalty to hit on all enemy units wishing to attack him in any way, as they're blinded by the light pouring from the Standard.
  • Carry a Big Stick: Wields the Cobra Mace, an enchanted weapon that is stylized to resemble a hooded cobra that strikes of its own accord, delivers poison into the wounds it leaves and bears its own sentience, which allows it to recognize the magic in other magical items and potentially dispel it.
  • Character Development: In an older edition, Mazdamundi was infamous for his Lawful Stupid attitude, being insistent on restoring the world to the way the Old Ones decreed. This was to the point of trying to force the High Elves, Wood Elves and Dark Elves to all live together on Ulthuan again, completely ignoring the utterly insane amounts of vendettas between the three races. As of the first hardcover army book, this aspect of his character has been dropped.
  • Healing Factor: Mazdamundi has the Transcendent Healing discipline allowing him a chance to heal every missing wound as long as he's alive.
  • Punny Name: Mazdamundi himself, after a mappa mundi (and possibly Mazda vehicles) and his Stegadon, which is clearly named after the Dinobot Slag.
  • Time Abyss: Mazdamundi was one of Kroak's students in magic about 8,000 years ago. He's still kicking and is in fact even outstandingly active for a Slann.
  • Well-Intentioned Extremist: Wants to bring the world back into its proper course... and is perfectly willing to commit genocide on multiple races to do so. Then again, most of those races are Always Chaotic Evil, so Kick The Son Of A Bitch is invoked.

    Kroq-Gar 

Kroq-Gar, Last Defender of Xhotl

https://static.tvtropes.org/pmwiki/pub/images/kroq_gar.png

An ancient Saurus warrior, the Last Defender of Xhotl spawned at the now-destroyed temple-city of Xhotl thousands of years ago, one of a small clutch of Saurus that emerged from their pool coinciding with the rearing of a brood of Carnosaurs. Claiming the mightiest of them all, Grymloq, as his own, Krok-Gar had been in service for centuries before the Great Catastrophe, and when the daemons overran Xhotl, it was Kroq-Gar who led the last survivors to fight their way free and then engaged in a guerilla war against the forces of Chaos for centuries afterward. By the time the High Elves enacted their Great Ritual and drained the power of Chaos from the world, Kroq-Gar and Grymloq were the only survivors of Xhotl left alive. Presented with the Hand of Gods by Lord Mazdamundi, Kroq-Gar has ever since been an integral part in Mazdamundi's crusades to exterminate the corrupting elements.


  • Bash Brothers: Kroq-Gar and his Carnosaur mount Grymloq are very attached to each other, having been fighting for thousands of years together. In game, Kroq-Gar has the Attuned to the Beast rule, causing Grymloq to automatically begin a Roaring Rampage of Revenge by gaining Frenzy if he is slain.
  • Beyond the Impossible: He survived being impaled through the chest by a blade coated in poison which would kill anyone instantly.
  • Determinator: How? He refused to let anything stop him from fulfilling his duty.
  • Fashionable Asymmetry: Kroq-gar's lightly armored right arm contrasts his left arm covered with the Hand of the Gods.
  • Four-Star Badass: Kroq-Gar is the highest-ranking leaders of the Saurus, and entire temple-cities will mobilize on his command.
  • Horse of a Different Color: He rides Grimloq the Carnosaur, a sort of uber-Tyrannosaurus Rex.
  • Last of His Kind: He and Grymloq are the last surviving inhabitants of the lost temple-city of Xhotl, which was overrun by daemons millennia ago.
  • Light 'em Up: Wields the Hand of Gods, a Magitek gauntlet that fires Frickin' Laser Beams at his enemies.
  • Power Palms: The Hand of Gods allows Kroq-Gar to shoot a ball of magic light from his palm, represented as a bound Burning Gaze of Shem spell.
  • Punny Name: His Carnosaur is named after the leader of the Dinobots.
  • Time Abyss: Kroq-Gar is one of the oldest living beings of the world, being more than 8,000 years old since he was already a centuries-old veteran when the Great Catastrophe happened.

    Gor-Rok 

Gor-Rok, the Great White Lizard

https://static.tvtropes.org/pmwiki/pub/images/gor_rok.png

Gor-Rok, the Great White Lizard, is amongst the greatest and most renowned Saurus in living memory. When Gor-Rok first emerged from the spawning pool of Itza, his size, pure albino colouring and lone arrival marked him as a future champion in his first moments. And so it has been — for the Great White Lizard, as Gor-Rok is also known, has fought in countless battles his heavily scarred body a testament to many thousands of hard-fought triumphs. Gor-Rok is the mightiest of warriors, the solid centre around which the Saurus battle lines advance. and the rock on which Itza's enemies are broken.


  • The Big Guy: Gor-Rok is massive, even by Saurus standards.
  • Big Little Brother: Despite the fact that Kroq-Gar is the oldest and wisest Saurus among the lizardmen, the younger Gor-Rok is slightly bigger and much stronger and resilient than him.
  • Carry a Big Stick: Wields the Mace of Ulumak, allowing him to reroll failed rolls to hit.
  • Impaled with Extreme Prejudice: The Shield of Aeons is spiked so enemies performing a successful charge roll on him must roll a Dangerous Terrain with a -1 penalty, representing some foolish soldier crashing right into the spike at high speed.
  • Luckily, My Shield Will Protect Me: The Shield of Aeons grants Gor-Rok a +2 bonus to his Armor save.
  • Made of Iron: Extremely tough scales at Toughness 6, ''Scaly Skin(4+), an immunity to pain and a general stubbornness make him almost impossible to kill. On the tabletop, he can even shrug off Killing Blows and Multiple Wound attacks five times out of six.
  • Rugged Scar: He's got one running across the eye.
  • Uniqueness Value: Gor-Rok spawned alone from his pool, marking him as one Saurus so exceptional the pool either couldn't replicate him or didn't need to.

    Chakax 

Chakax, the Eternal Warden

https://static.tvtropes.org/pmwiki/pub/images/chakax.png

The Eternal Warden of the City of Mists, the only Temple Guard mighty enough to be entrusted with guarding the Eternity Chamber of Xlanhuapec.


  • Carry a Big Stick: Wields the Star-Stone Mace, an enchanted stone-based example of what Dungeons & Dragons would call a "dire mace". It gives Chakax a +2 strength bonus and possesses Anti-Magic properties allowing him to destroy magic items during close-quarters combat.
  • The Champion: Chakax is the Eternity Warden, fighting for the safety of the Slann he's currently bodyguarding. As such he is forced to issue and accept challenges to fight in the stead of his lord.
  • Cool Helmet: Chakax wears the Helm Of The Prime Guardian, a massive horned skull taken from the first Temple Guard to have ever spawned. It gives him a +2 bonus to his armor save and Hyper-Awareness. Thus Chakax can automatically detect hidden units such as assassins that would go after the Lord he protects.
  • Praetorian Guard : Chakax is THE Temple Guard among Temple Guards, never having failed in his duty to guard the Slann of his city of Xlanhuapec despite millennia of war. Chakax makes his unit of Temple Guards Unbreakable if there is a Slann to guard, meaning they will never fail in their duty.
  • Time Master: The Key to the Eternity Chamber is an Amulet of Concentrated Awesome allowing Chakax to slow down time, forcing an Always Strikes Last rule on his enemies and giving him a ward save.

    Tehenhauin 

Tehenhauin, the Prophet of Sotek

https://static.tvtropes.org/pmwiki/pub/images/tehenhauin_8th.jpg
"At the time of the three hundredth cycle of this world, the two moons shall unite and summon forth the Rodent God and his evil spawn to deliver plague and pestilence upon the land named Lustria."

The Prophet of Sotek, a red-crested Skink shaman who emerged during the wars against the Skaven and prophesied the arrival of the Serpent God Sotek, leading the bloody counter-attacks that eventually drove the Skaven from Lustria.


  • Acquired Poison Immunity: Tehenhauin is immune to poison due to the blessing of Sotek.
  • Animal Motif: Snakes. He worships a snake god, fights alongside a swarm of them, and even wields a poisoned jagged knife that resembles a snake.
  • The Beastmaster: Tehenhauin's model is represented surrounded by several snakes, which grant him several additional attacks as the snakes bite the enemy.
  • Church Militant: Tehenhauin is the most famous prophet of Sotek and leads his cult's war against the Skaven.
  • Fiery Red Head: Tehenhauin is known for two things, his bloodthirst against Skaven and his massive red crest.
  • Legacy Character: It's noted that the time since the Prophet first appeared is far longer than any Skink has ever lived, and yet Tehenhauin continues to reappear, which suggests that when one Tehenhauin dies, a new red-crested Skink is recruited to take his place.
  • Punny Name:
    • He used to be known as "Tenehuini" (teeny-weeny) in accordance with the Theme Naming for Skink characters, but the name was retconned, perhaps out of a sense that this one was a little too silly for such a serious character. In-universe, "Tenehuini" is described as being a (possibly deliberate and mocking) misinterpretation of his name by humans.
    • His current name, Tehenhauin, itself sounds more than a bit like "ten in one".

    Tetto'eko 
https://static.tvtropes.org/pmwiki/pub/images/tettoeko.png
An ancient Skink shaman whose mastery of astronomy is unparalleled, to the point that the Slann Mage-Priests themselves have proclaimed him favored by the Old One Tepok, titled him the Astromancer of the Constellations, and bequeathed to him a Slann Palanquin of his own to ride.
  • Magic Staff: The Stellar Staff, which is decorated with an orrery, facilitates Tetto'eko's casting of the Comet of Casandora spell.
  • Seers: Tetto'eko is specialized in consulting the stars to make predictions about impending danger. In game, his Herald of Cosmic Events special rule gives his army's spellcasters a chance to rerolls dice when casting a spell.
  • Star Power: He's a mage of the Lore of Heavens after all, so manipulating comets is something he does frequently.
  • Too Important to Walk: He's notable for being the only Skink important enough to be given a stone Palanquin to hover above the ground like the Slann.
  • Wizards Live Longer: The most powerful and respected of all Skink magic users, Tetto'eko has served the Slann for centuries and is one the oldest of the oldest of his usually short-lived kind.

    Tiktaq'to 

Tiktaq'to, the Master of the Skies

https://static.tvtropes.org/pmwiki/pub/images/tikqato.png

Known as the Master of Skies, Tiktaq'to is the greatest Terradon rider to ever live.


  • Ace Pilot: Tiktaq'to is an renowned Terradon Rider, stated to be skilled in ambushing enemies by flying through the dense vegetation of the jungle and evade shots. His Master Of the Skies gives his unit the Ambusher rule.
  • Asskicking Leads to Leadership: Tiktaq'to rose from being just a Terradon rider to being a Skink Chief after earning the title "Master of the Skies." As such, this position entrusts him with the command of Hexoatl's army while Lord Mazamundi was elsewhere traveling abroad.
  • Cool Helmet: His Masks of Heavens creates a Psychic Link between Tiktaq'to and his unit, making them share his Weapon Skill in game, and his flying skills in lore.
  • Cool Sword: The Blade of Ancients Skies allows him to perform ArmorPiercingAttacks.
  • Did You Just Punch Out Cthulhu?: A battle report that became canonized described Tiktaq'to and his Terradon-riding cohorts banishing a Daemon Prince (pretty darn close to just under a god) via dropping rocks upon him.
  • Horse of a Different Color: He rides a Terradon, a giant predatory pteranodon-like creature, called Zwup.
  • Punny Name: It's quite obviously a vaguely "Aztecified" spelling of the game "tic-tac-to", while his steed is named after the Dinobot Swoop.
  • Vertical Kidnapping: One of his most notable feat of arms is to have lifted the Orc Warboss of the Blue Vipers tribe, only to drop at a fatal altitude. Having to helplessly watch their strongest leader fall to his gruesome death broke the Orcs' spirit, routing them without any casualties for the Lizardmen.

    Oxyotl 

Oxyotl, He That Hunts Unseen

https://static.tvtropes.org/pmwiki/pub/images/warhammer_oxyotl.png

The sole survivor of the daemon-destroyed Pahuax, Oxyotl was a Chameleon Skink who was unintentionally sucked into the Realm of Chaos when his master, the Slann Mage-Priest of Pahuax, Lord Pocaxalan, miscast a spell and tore open a rift. Saved by his chameleonic skin, Oxyotl scurried off into the daemon-haunted realm, seeking a way out. Seven thousand years later, he managed to escape, and has since become the foremost enemy of all daemons who dare to stride upon Lustria.


  • Beyond the Impossible: Somehow, Oxyotl manages to kill a Great Unclean One, the bearer of Nurgle's most sacred plagues and poxes, with his poison.
  • Blow Gun: Oxotl wields the Golden Blowpipe of P'Toohee, giving him further Multiple Shots over ordinary pipes.
  • Cold Sniper: He is a master shooter with a Ballistic Skill of 6. If he remains stationary, his Poisoned Attacks rule is enhanced as he aims at vulnerable spots thanks to the Master Predator rule.
  • Demon Slaying: He is particularly enthusiastic about fighting the Daemons of Chaos, as he was forced to live through the destruction of his native Pahuax by their hands.
  • Escaped from Hell: It's unknown to all if Oxyotl had indeed found a way to escape the realm of Chaos... or that he had wreaked so much damage upon the daemons that they got sick of having to suffer Oxyotl's predations and threw him back out into the mortal plane just to be finally rid of his presence.
  • One-Man Army: He has survived being in the Realm of Chaos for seven thousand years, and he did not only hide from the daemons within it throughout that entire time. We don't know the toll he wreaked upon them, but we can probably be assured it's a high number.
  • Punny Name: His magical weapon is called the Golden Blowpipe of P'Toohee... which is obviously an "Aztecified" spelling of the onomatopoeia for spitting.
  • Stealth Expert: Oxyotl performed the unique deed of having managed to sneak his way out of the Chaos Realm, throwing off daemonic hounds and other hunters easily for centuries and performing a one-man guerrilla war on the Daemons on their territory.

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