In terms of their culture, they are similar to Aztecs.

As a result of that, they get out of control and attack nearby enemies.

The most powerful is Mazdamundi, who is also one of the Legendary Lords of this race.

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Apart from that, Skink priests wield magic (domains of beasts and celestial).

They are also hostile towards Dark Elves and Greenskins.

When it comes to the rest of the races, their relations with Lizardmen vary.

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Additionally, they have different starting points, which affects difficulty level in the initial phases of the game.

Lord Mazdamundi (Hexoatl faction)- the most powerful of Slanns wielding powerful magic.

Apart from spells, he also has a number of both defensive and offensive abilities.

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Also, you’re free to unlock a mount for him - Zlaaq, a powerful Stegadon.

Thanks to the mount, Mazdamundi will also be highly powerful in melee.

His bonuses are mainly connected with magic, i.e.

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Additionally, his cost of upkeep of Temple Guards, i.e.

The downside of this lord are lower diplomatic relationships with the majority of factions.

His starting units are: Temple Guards and Bastiladon (Solar crystal).

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Temple Guards are Lizardmen elite infantry, one of few that do not break into fury during battle.

Kroq-Gar (Last Defenders)- a powerful Lizardmen warrior.

He starts the game at the Eastern coast of Southern Lands and his main enemies are Skavens.

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The remaining nearby races, such as High Elves, Dwarves and other Lizardmen factions are rather amicable.

All of his bonuses during campaign are connected with the army.

Globally, this means decreased upkeep costs of all units.

Total War: Warhammer II

His starting units are Wild Stegadon and Kroxigors.

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