Lammasu

The Lammasu has the body of a gigantic bull, a powerful mace tipped tail, and a massive, ugly head.  The Chaos Dwarfs believe that the Lammasu is a rare mutation of the Great Taurus, a creature whose forebears were once Chaos Dwarfs, but which has become twisted by the powers of Chaos into a huge bull shaped monster.  The Lammasu's ancestry is evident in its tusked head, its thickly curled beard, and its considerable intelligence.  It is a creature with magical properties.  It breaths not ordinary air but the power of magic itself, drawing into itself the power of the winds of magic.  As it exhales the creature breaths out whirling clouds of black sorcery which wreath themselves around the Lammasu, enwrapping it with protective power.  The Lammasu is a favorite mount of Chaos Dwarf Sorcerers.

Rules:

Terror:

The Lammasu causes terror as described in the Warhammer rulebook.  Remember creatures that cause terror automatically cause fear as well.

Fly:

The Lammasu has huge membranous wings which enable it to fly as described in the Warhammer rulebook.

Sorcerous Exhalation:

The Lammasu breaths out whirling tendrils of magic which enwrap it in a cloud of sorcerous protection.  If a spell is cast on the Lammasu or its rider then it will fail on the D6 roll of a 4, 5, or 6 - exactly as if a Dispel card had been played by a wizard.  Only one such roll may be made against each spell cast against the creature.  Should you not succeed then dispel card may be used exactly as normal.

In addition, the smoky black threads of sorcery may entangle and foul any magical weapons wielded against the Lammasu and its rider in hand-to-hand combat.  If an enemy attempts to hit the Lammasu or its rider with a magic weapon then the chance of hitting is always reduced by -1 regardless of any other bonuses or special consideration.  The greatest chance of hitting is therefore a 2+, because even a weapon which would normally hit automatically must roll to hit requiring a 2+.  An enemy armed with a magic weapon may choose to use an ordinary weapon instead, which hits and causes damage exactly as normal.  Note that this special ability only applies to weapons wielded in hand-to-hand combat and not to fire balls, lightning bolts or other magic effects which a weapon may have - these would be cast as spells and can be stopped by the Lammasu's basic dispel as described above.
 
Lammasu 200 points
Movement
6
Weapon Skill
6
Ballistic Skill
0
Strength
6
Toughness
7
Wound
5
Initiative
6
Attacks
3
Leadership
8