Stinging Ra'Shoth
From Heroes of Might and Magic: Olden Era Official Wiki
Stinging Ra'Shoth |
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Faction |
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Tier I |
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Cost 100 (Upgrade cost) ( 20 |
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Base growth +20 |
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Squad value 81 |
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| Stats | |||
Health 10
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Attack 5
Base: 3 Increase: +2 |
Defense 5
Base: 3 Increase: +2 |
Damage 3-3
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Morale 0
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Luck 0
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Initiative 4
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Speed 4
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Upgrade A Stinging Ra'Shoth |
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| Internal ID | |||
| lesser_eldritch_upg | |||
Stinging Ra'Shoth are upgraded tier-I units of the Schism faction. They can be recruited from Lesser Summoning Rite II.
They are one of the upgrades of the Ra'Shoth, the other being the Ferocious Ra'Shoth.
Description
Some Ra’Shoth have developed specialized synapses that enable them to discharge electrical currents from a distance. It is remarkable how adaptive life within the Rift seems to be.
Abilities
| Creature Type Magic Creature | |
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.
Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle. | |
| Attack Type Ranged Attack | |
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Targets 3 or more hexes away take –10% Damage per hex (up to –50%). | |
| Movement Type Flying | |
Movement ignores obstacles and traps.
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| Alternative Attack Melee Attack | |
Performs an alternative Melee attack.
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| Active Ability Summoning Rite: Stinging Ra’Shoth | |
Once per battle, summons a stack of Stinging Ra’Shoth in place of a friendly corpse.
The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle. Does not affect Undead, Embodiments, or Constructs | |
Laws
This unit is specifically affected by following Faction Laws:


