Who are the Skaven
Note: Heroes and Minor Lords Missing
Overview
The Skaven, (pronounced "SKAY-ven") sometimes known as the ratmen, the Ratkin, the "Children of the Horned Rat," or the "Underfolk" are a malevolent and diabolical race of large, intelligent, humanoid rats that inhabit a massive, inter-continental, subterranean empire known in their tongue simply as the "Under-Empire." At the very heart of Skavendom lies the horrific city of Skavenblight, the ratmen's capital city and the probable birthplace of the Skaven race. The Skaven as a whole are a cruel, treacherous, and highly numerous species that have since spread their loathsome corruption to the farthest corners of the Known World. From deep below the earth, these scavengers have built a vast empire, whose military power and incomprehensible numbers have the potential to smother the Kingdoms of other creatures in a seething tide of violence and anarchy.
Out of all the mortal civilisations of the world, no single race can be compared in terms of instability to that of the Skaven Under-Empire. The Skaven race as a whole is extremely divided, often far more divided than perhaps any other race known in existence. Such disunion and ruthless lack of cooperation stems from the Skaven's insatiable need to survive, thrive, and reign tyrannically over his brethren.
To a Skaven, there is no such thing as pity, remorse, compassion, or cooperation. There is simply survival, survival in a turbulent society that only spares those that possess the brute strength, extreme cunning, and the vicious instinct to outmaneuver and kill the opposition, no matter the cost or the body count of either friend or foe. No matter how divided their race may be, however, they are nonetheless unified in a single cause, and that cause is to conquer the surface world and bring about the "Great Ascendancy," where it is said that they will swarm across the face of the mortal world and claim all of it as their own.
It is believed by all of Skaven-kind that the world is destined to be theirs, for they consider themselves the supreme master race, undeniably superior in every way to all the other intelligent races of the Known World. This unwavering belief stems from the promises made by their horrifically malevolent deity, known by many legendary names, but whose most well-known title is that of the Horned Rat. The Horned Rat is the embodiment of all things the Skaven are or ever will be, and his worship over the Under-Empire is both supreme and absolute.
Within the cruel hierarchy of the Under-Empire, the wishes and demands of the Horned Rat are issued and maintained by the ruthless tyranny of the Council of Thirteen, an organisation that consists of the twelve most powerful Warlords within the Under-Empire whilst the thirteenth seat is reserved for the Horned Rat himself. It is due only to the council's harsh tyranny that the Under-Empire remained unified in some shape or form for centuries, for none could ever hope to overcome the legions of warriors the council has under their iron-fisted rule.
Origin
A few radical Imperial scholars and university professors argue endlessly over the true origins of the Skaven race. Some have speculated that the Skaven are an off-shoot or a variant of the Beastmen, while others insist that the Skaven were not descended from Men, but an evolved and mutated version of the normal rat.
However, the most terrifying thing about this subject is that the overwhelming majority of Mankind would currently agree that there is no such thing as a Skaven, and those that dare to speak openly about such matters are often shunned by normal society, and at worst burned at the stake for such heresy.
Such denial stems from common sense. If word got out that millions of mutated ratmen lived deep below many of the Empire's cities, mass panic would soon ensue. The greatest threat to the Skaven's Great Ascendancy has always been themselves, and if the various clans were threatened by an outside force, such as the Empire united against them, the constant infighting that has held back their species would cease, and the ratmen would gain the necessary unity to drown the Old World in a seething tide of vermin.
Skaven are naturally shy, conniving, and difficult to determine, as their society and race dwell naturally in the underground tunnels far from the reach of normal observers. Along with this, Skaven would only surface during their most violent and inexplicable wars, from which once they are defeated or victorious, their armies would simply slump back to their tunnels and mysteriously disappear from sight for many decades afterward.
Expansion
Skaven are more than happy to expand silently underneath an empire without bothering the "ground Dwellers". However when Skaven are found they are usually attacked on sight and a hunt for the Undercity begins if the kingdom dares to recognize the existence of the ratmen.
In combat and warfare, Skaven will use hit and run tactics keeping the enemy off their balance. The true strength of the Skaven besides their numbers changes based on the clan specialty. From unholy plague monks to advanced weapon teams, the unique armaments of the clans are a whole new horror to discover. The clan's specialty is rarely seen when the Skaven are found, only when an empire acknowledges and goes to war with the Skaven that the ruin the Skaven can bring is brought onto the world.
Occupation
The Skaven are, if searched for, in ruins of settlements or in the undercities they create. The undercities can cripple an empire's food and economical power, however Skaven are careful to not steal too much to arouse suspicion of the Surface Dwellers. These undercities can be as big, or even bigger than the city that they are leaching off of and getting rid of one is an arduous process costing hundreds in gold, sometimes even thousands.
In ruins however, the Skaven empire is extensive and massive. Thousands of Skaven are found in the ruined settlements that Skaven inhabit, and the first building that the Skaven usually built are military buildings to continue the growth and culture that the Horned Rat wishes to see in the skaven.
Biology
The Skaven, in terms of physical appearance, look almost exactly like large bipedal rats, possessing just enough intelligence to make simple tools and converse in a developed language. The more gifted among them are able to learn complex mathematics and rudimentary engineering. Skaven have an expected lifespan of about a handful of years or less; that said, were it not for the (often violent) internal competition of their species, they might live to be in their 20's. More powerful members of Skaven society tend to live longer, even hundreds of years, due to the use of drugs, magic, or frequent use/exposure to the unstable magical substance known as warpstone.
Most have brown, often dirty or matted fur, with large fangs in the upper jaw structure, red blood-shot eyes, over-grown claws, and a naked tail growing to the size of its body length. The large majority of Skaven are normally malnourished, having scrawny arms and legs, and lacking greatly in terms of strength or weight. Though physically weaker than most races, Skaven are naturally faster, more agile, and natural diggers. As such, a Skaven can never truly go head to head with a human, and due to their cowardly nature, they will more likely run than engage in direct conflict. Only when cornered will a Skaven fight with a reckless sense of rage. Those born as white and grey-furred are prized amongst Skaven litters, as they will often become Grey Seers; the Skaven equivalent of a priest and wizard in their society.
Black fur is looked upon as the sign of a true killer, so the elite Stormvermin Corps draw their members from only those black-furred ratlings, however, it is also common for lighter colored Skaven to dye their fur black, especially if they happen to be a member of the Stormvermin. Albino Skaven are rare but not unheard of, and are considered special and unique in the eyes of Skavendom, and held in higher esteem than most other breeds. As such, those born as albino are often taken from birth and trained to become the elite of the elite -- the personal Stormvermin honor guard of the Council of Thirteen.
Notable Factions
Clan Mors
Clan Mors puts no extra focus on any type of part of Skaven society, as their leader, Warlord Gnawdwell is part of the great 13 of the council that live in Skavenblight and made Clan Mors a generalist clan taking parts of other clans to bolster themselves making them the most adaptable clan. However, Skaven won't always sit idly, while Gnawdwell sits in SkavenBlight his "Right Claw" Queek Headtaker has taken power for himself. Clan Moors puts the focus on Queek Headtaker's favorite Surface Dwellers, Dwarfs. Queek has made his Clan experts in cutting through Dwarven armor and holding the line against the stunted armored killing Skaven and Dwarfs alike if they dare question his ways. Queek Headtaker is a powerful warrior who is seen as the scarlet-armoured, fur-clad warrior of rage and ego is Queek Headtaker - scion of Clan Mors and one of the most accomplished and fierce fighters in all Skavendom. Queek's Prowess in fighting is only matched by his narcissist ego taking the heads of the leaders he kills. This type of push has lead to the Dwarfs that Queek resides by to be the few to recognize the existence of Skaven, much to Queek's twisted delight.
Clan Pestilens
Clan Pestilens is one of the four Greater Clans. Its members are the Plague Monks – the disciples of disease and decay. Clan Pestilens dedicate themselves with insane fervour to spreading corruption in the name of the Great Horned Rat. Pestilens was the first clan to reach Lustria; there, in the hot, fetid conditions, did the disease-ridden ratmen start to overcome the climate to found Clan Pestilens. It wasn’t long before the emergent clan encountered the Lizardmen and an age-old enmity was born. Of all the warm-blooded invaders to trespass on Lustria, it is the Skaven – and Clan Pestilens in particular – that the Lizardmen hate the most. Eventually, after decades of self-imposed exile, the Plague Monks re-joined the Under-Empire and immediately claimed their place on the Council of Thirteen. Their leader is Arch-Plaguelord Nurglitch, and while he controls the clan from Skavenblight it is Lord Skrolk that remains in Lustria to return Pestilens to greatness.
Lord Skrolk is an affront to nature. Plants wither and die where Skrolk treads and even the air around him seems to congeal and darken. Skrolk is ancient and blind, but only a fool would mistake his lack of sight for weakness… In battle, Skrolk leads from the front so he can unleash his rabid fury, wielding the Rod of Corruption and reading from the Liber Bubonicus - a tome describing every disease conjured by Pestilens that even the Chaos God, Nurgle, is said to covet. But Skrolk’s greatest asset is and always will be his cunning. This Plague Priest has lived for countless centuries and is far more than a mere frenzied zealot!
Clan Skryre
Clan Skryre are the inventors and industrialists of the Skaven Under-Empire. From their headquarters in Skavenblight, they create foul machines which combine magic and science to destroy the enemies of the Skaven. Doom-Flayers, Doomwheels, Doomrockets, Warplock Jezzails, Warpfire Throwers, Warp Lightning Cannons and Ratling Guns are all inventions of Clan Skryre, as is the poison gas used by Poison Wind Globadiers. Clan Skryre are also one of the richest and most influential clans - they make a fortune hiring their war machines to other clans, and their leader Lord Morskittar, known as the Emperor of Warlocks, has a seat on the Council of Thirteen. Ikit Claw himself is not the overall clan leader, but an important high-ranking Warlock Engineer and if war were to break out he would be the first to lead with the inventions of Clan Skryre behind him. The inventions of Clan Skryre rival and in some cases surpass those of the Engineers of the Dwarfs.
Clan Eshin
Clan Eshin is one of the Four Great Skaven Clans which specialises in the deadly and secretive arts of stealth, murder, poison and assassination learned from the exotic Far East. Of all the clans which populates the Under-Empire, Clan Eshin is by far the most secretive and hidden. This mysterious Clan has eyes and ears everywhere and its deadly operatives are scattered throughout the Under-Empire as well as secreted about within the cities and settlements of the surface dwellers. For the right price, the black-clad agents of Clan Eshin will steal any information, commit any act of ruthless sabotage or assassinate any rival with ruthless efficiency. Skaven from Eshin are loyal to Eshin and do not struggle with leadership and power struggles under the strict and discipline of Deathmaster Snikch.
Clan Moulder
Clan Moulder is one of the Four Great Skaven Clans which specializes in the mastery of breeding, mutating, and surgically creating some of the most horrific and fearsome war-beasts to have ever existed. Such is the demand for these ferocious creations that Clan Moulder is one of the wealthiest of all Skaven Clans. While many are jealous of Clan Moulder's might, few dare to openly challenge them, not when the clan can field an entire army of grotesquely mutated war-beasts.
The loathsome stronghold of Clan Moulder, known as Hell Pit, lies deep within the Northern Wastes. The many foul creatures that roam this land provide the raw material used in the clan's breeding pits, skin forges, and flesh laboratories. The Clan Moulder spine-rune is a common brand amongst the clan's Packmasters, as are symbols of the glowing-green rat, and crude renderings of the whips and prodders used to goad the beasts that have made the clan infamous.
Indeed, the respect and awe the other Clans feel towards Clan Moulder is well-deserved. Their twisted creations enhanced Moulder’s prestige and influence in the Under-Empire, but it is whispered amongst the other Skaven that this Clan plots something else, something far more dangerous and sinister. Whatever it is, none can say with authority, but the sudden surge of new and terrifying creations spilling out from Hell Pit has more than one Skaven Clan nervous.
Skaven Units
SkavenSlaves
The Under-Empire is run by slave labor. Skavenslaves perform all menial tasks, including mining, tunneling, and food production. In lean times, they themselves become the food. The majority of slaves are Skaven born into bondage, the lowest class of a hierarchical society. Their ranks swell as rival clans are captured during internecine wars. At times even non-Skaven become slaves, although few other races last long under the whips of the ratmen overseers. In warfare Skavenslaves are used en masse to absorb missile fire and to overwhelm the foe with numbers. A common Warlord tactic is to whip Skavenslaves to the fore of an assault. Many are butchered, but the loss is acceptable if the slaves bear the brunt of incoming or tire the foe for the next attack wave. The best Skavenslaves will even pull down and tear to pieces a few of the adversaries, although this is considered a bonus.
SkavenSlaves
Medium, Chaotic Evil
- Armor Class 12
- Hit Points 14(2d8+6)
- Speed 30ft
6 15 16 8 8 8 Str (-2) Dex (+2) Con (+3) Int (-1) Wis (-1) Cha (-1)
- Saving Throws Dex+4
- Skills Acrobatics+4, Stealth+4
- Senses Darkvision(60ft), Blindsight(20ft)
- Languages Undercommon, Common
- Challenge 1/4(100XP)
Abilities
Scurry Away: SkavenSlaves do not trigger opportunity attacks while moving.
Actions
Spear Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 5(1d6+2) Piercing Damage.
Slings Ranged Weapon Attack(30/120ft): +3 to hit, 5ft, one target. Hit: 5(1d6+2) Piercing Damage.
Clan Rats
The bulk of most Skaven armies are formed of Clanrats - a vast and verminous horde of ratmen that make up the warrior class. These Skaven belong to any one of thousands of clans scattered throughout the underground burrows, strongholds, and bursting cavern-cities that make up the Under-Empire. Of all the teeming masses, only the worker dregs, the shiftless Skavenslaves, are more numerous than the Clanrats. When a Warlord gathers his might for war, the Clanrats are front and center, occupying a key place in the battleline. They form into great blocks to overwhelm a foe with their weight of numbers and the fury of their attack. If the Warlord can afford the price and is in reasonable standing with Clan Skryre, then a Weapon Team might accompany the regiment. These arcane devices of destruction are viewed suspiciously by the Clanrats, who frequently suffer due to their all-too frequent technical failures.
Clan Rats
Medium, Chaotic Evil
- Armor Class 16(18 with Shield)
- Hit Points 28(4d8+12)
- Speed 30ft
10 16 17 12 8 8 Str (+0) Dex (+3) Con (+3) Int (+1) Wis (-1) Cha (-1)
- Saving Throws Dex+5
- Skills Acrobatics+7, Stealth+7
- Senses Darkvision(60ft), Blindsight(20ft)
- Languages Undercommon, Common
- Challenge 1(200XP)
Abilities
Scurry Away: SkavenSlaves do not trigger opportunity attacks while moving.
Actions
Spear Melee Weaoon Attack: +6 to hit, 5ft, one target. Hit: 7(1d6+4) Piercing Damage.
Scimitar Melee Weaoon Attack: +6 to hit, 5ft, one target. Hit: 7(1d6+4) Slashing Damage.
Strom Vermin
Stormvermin are the fighting elite of the Skaven Warlord clans. They are distinguished from their scrawnier litter-matters - often standing a full head taller, with thick muscular necks and a powerful build. Most Stormvermin are marked at birth, as their size and darker fur colour is recognizable. As the largest and most aggressive, young Stormvermin-to-be typically outfight the rest of their litter for precious food. If the young warriors are particularly strong, the weakest of their litter actually become the food. Should they survive the traumatic politics and back-stabbing as their litter-pack jockeys for position, the strongest Skaven will be assigned to regiments of Stormvermin and outfitted with the best war gear. Their duties may include forming a retinue or bodyguard for anyone from a minor Chieftain to the mighty ruling Clan Warlord himself, which puts the Stormvermin at the vanguard of the army where they can ensure continued preferential treatment by fighting with ferocity and zeal for their leaders.
StormVermin
Medium, Chaotic Evil
- Armor Class 17(19 Shield and Scimitar)
- Hit Points 66(6d8+18)
- Speed 30ft
14 20 17 12 15 10 Str (+2) Dex (+5) Con (+3) Int (+1) Wis (+2) Cha (+0)
- Saving Throws Dex+8,
- Skills Acrobatics+8, Stealth+8
- Senses Darkvision 60ft, Blindsight 30ft
- Languages Undercommon, Common
- Challenge 3(900XP)
Abilities
Scurry Away: StormVermin do not trigger opportunity attacks while moving.
Armor Piercing(Halberd Only): StormVermin with Halberd's have advantage on creatures with medium or heavy armor.
Actions
Multiattack. The StormVermin makes two Halberd or Scimitar attacks.
Scimitar Melee Weapon Attack: +7, 5ft, one target. Hit: 8(1d6+5)
Halbred Melee Weapon Attack: +7, 10ft, one target. Hit: 10(1d10+5)
Clan Mors
It is Important to note that unlike other Skaven Clans, Clan Mors loyalty to the Clan goals lead to comparetively much braver skaven as long as their commanders live. This loyalty has allowed for the Skaven infantry of Clan Mors to be especially resilient. If a Skavenslave, Clanrat, or StormVermin is from Clan Mors, they gain the following Benefit.
- Hit Points are increased by 20
- SkavenSlaves and Clanrats gain a additional +1 to attack and damage Rolls
- StormVermin gain an additional +2 to attack and damage Rolls
- AC increased by 1
- Advantage against being frightened or charmed.
Clan Skryre
Weapons Teams
WarpFire Throwers
Warpfire Throwers are one of the deadliest weapons within the arsenal of Clan Skryre, a weapon so powerful and dangerous that it is considered the hallmark of Clan Skryre ingenuity. The Warpfire Thrower is a crude yet highly volatile flamethrower that hurls a blast of concentrated Warpfire upon an enemy or a small area of ground. Warpfire Throwers are almost always grouped into teams of two Skaven; one carries a bulky and highly unstable fuel-tank filled with chemicals mixed with powdered Warpstone, while another aims the weapon at the enemy. With a single flick of a switch, a torrent of fuel will be unleashed that ignites into a greenish flame. Once the blast hits any solid object, the Warpstone imbued flame that the weapon spews forth sticks to almost any surface. Nearly nothing can douse the flames of a Warpfire thrower once it has engulfed its intended victim.
WarpFire Throwers
Medium, Chaotic Evil
- Armor Class 15
- Hit Points 45(5d12+15)
- Speed 30ft
14 19 17 10 14 13 Str (+2) Dex (+4) Con (+3) Int (0) Wis (+2) Cha (+1)
- Saving Throws Con+6, Dex+7
- Skills Acrobatics+7, Sleight of Hand+7
- Damage Resistances Poison, Necrotic
- Senses Darkvision 120ft, Blindsight 45ft
- Languages Undercommon, Common
- Challenge 6(2,300XP)
Abilities
Strength in Numbers: When a creature has made a saving throw against another warpfire thrower this round, the creature has disadvantage on any other saves against Warpfire Throwers.
Actions
WarpFire Throwers *Ranged Weapon Attack * 30ft Cone. The target must make a DC 15 Dexterity saving throw taking. 14(2d10) Poison Damage and the target must then make a DC 15 Constitution saving throw or be burnt by the Warpfire. At the start of the creature's next turn the creature takes an additional 6(1d12) fire damage ignoring resistances to fire until the creature takes an action to douse the flames. If a creature succeeds, the creature takes half damage and is not burnt.
Warp Grinders
Warp-Grinders are a smaller and more portable version of a much larger drilling machine first devised by Clan Skryre as a means to tunnel far more quickly than a horde of slaves could ever hope to achieve.
Some of these massive constructs are larger than the grandest ships of the Empire's navy. These huge devices combine great drills with warp energies to vaporise the broken debris as the machine bores. These rare machines are seldom, if ever, seen, but a portable version can be often found on the battlefield.
The more portable Warp-Grinder opens up tunnels. Projectors gleam with warp-energy, pulverising stone and leaving a narrow and smoking passageway in its wake. Small fast-moving units can follow the device, emerging behind enemy lines to cause untold disruption. But it is a perilous trip, as the newly-bored tunnels are prone to cave-ins and the machines can suffer catastrophic meltdowns. When the Warp-grinder breaks through the surface, it will stick with the unit it is attached to, even assisting in close combat. Without the comforting presence of the parent unit, the Weapon Team will flee the battlefield.
Warp Grinders
Medium, Chaotic Evil
- Armor Class 14
- Hit Points 45(6d12+15)
- Speed 30ft, 60ft(Burrow)
14 17 17 10 14 13 Str (+2) Dex (+3) Con (+3) Int (0) Wis (+2) Cha (+1)
- Saving Throws Con+6, Dex+6
- Skills Acrobatics+6, Sleight of Hand+6
- Damage Resistances Poison, Necrotic
- Senses Darkvision 120ft, Blindsight 45ft
- Languages Undercommon, Common
- Challenge 4(1,100)
Abilities
Strength in Numbers: When next to an ally of Clan Skryre, the Warp Grinders advantage on attack rolls.
Actions
MultiAttack: The Warp Grinders Guns makes two drill attacks.
Drill Melee Weapon Attack 120ft range. Hit 9(1d12+3) Piercing Damage and the target must make a DC 14 Constitution saving throw or be poisoned until the end of the Warp Grinder's next turn.
WarpQuake The Warp Grinder Drills into the ground causing the energy of warpfire to Cause a small earthquake. The Warp Grinder chooses a point it can see within 120ft causing a earthquake in a 45ft radius of the point. Any creature in that radius must make a DC 16 Dexterity saving throw taking 18(3d12) bludgeoning damage and fall prone on a failed save or half as much and not fall prone on a success.
Seismic Snare The Warp Grinder channels the Warpstone in their drill, they then choose up to 3 creatures that it can see, those creatures must make a DC 14 Strength Saving throw or be unable to move.
Poison Wind Globadiers
Poisoned wind globes are glass or crystal orbs filled with deadly Warpstone gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain or even death. Breathing the vapours causes lungs to spontaneously fill with bubbling pus - a horrible and nearly instantaneous death. For this reason, Globadiers wear all manner of elaborate masks, goggles and cumbersome rebreathing apparatus in an effort to protect themselves against accidental gassing. Armour offers no protection against poisoned gas, but this does not stop the Globadiers from wearing arcane body armor underneath their robes.
Poison Wind Globadiers
Medium, Chaotic Evil
- Armor Class 18
- Hit Points 40(4d12+16)
- Speed 30ft
10 16 18 10 15 16 Str (+0) Dex (+3) Con (+4) Int (+0) Wis (+2) Cha (+3)
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 60ft, Blindsight 30ft
- Languages Undercommon, Common
- Challenge 7(2,900XP)
Abilities
Warpstone Projectiles The damage of the globes increases by 1d10 for every size increase (Damage shown is for medium) and globe attacks ignore resistances and immunities to poison.
Actions
Multiattack. The Poison Wind Globadiers makes 2 Globes attacks
Globe Ranged Weapon Attack: +6, 150ft, two targets within 5ft of each other. Hit: 18(3d10+3) poison damage and the target must make a DC 16 Constitution saving throw or take 5(1d10) poison damage on a failed save and be poisoned for 1 minute. A creature poisoned this way takes the poison damage at the start of their turn and can repeat the saving throw at the end of their turn.
Doom-Flayers
The Doom-Flayer is a motorised iron ball of whirling blades that was first deployed during the merciless underground battles against the Dwarfs of the World's Edge Mountains. Various incarnations of this Skaven killing machine with spinning, stabbing and slashing blades were used to assail the Dawi's subterranean strongholds. The first few Doom-Flayers were largely Skaven-powered, as the pushing crew generated much of the impetus needed to drive the whirling weaponry. The Skaven crew, protected by a scrap-barrier of old shields, metal-reinforced planks, and even the patched-together armour plates of fallen enemies, could just about avoid incoming missile fire and steer the device to plough into enemy lines.
Doom- Flayers
Medium, Chaotic Evil
- Armor Class 17
- Hit Points 30(6d10)
- Speed 60ft, 60ft(climb)
10 16 12 16 10 8 Str (+0) Dex (+3) Con (+0) Int (+3) Wis (+0) Cha (-1)
- Saving Throws Int+6, Dex+6
- Damage Resistances Bludgeoning, Piercing, and Slashing
- Condition Immunities Grappled
- Senses 60ft (Darkvision), 30ft(Blindsight)
- Languages Undercommon, Common
- Challenge 4(1,100XP)
Abilities
Spinning Blades. When a creature starts its turn or moves within 5ft of the Doom-Flayer, the creature takes 6(1d12) slashing damage.
Charger If the Doom-Flayer moves at least 20ft towards a creature before attacking, it gains advantage on its Slashing Blades attack and the creature targeted must make a DC16 Strength saving throw or fall prone.
Actions
Slashing Blades Melee Weapon Attack: +8, 5ft, one target. Hit: 13(2d10+3) slashing damage.
Skryre's Weapons teams
Poison Wind Mortars
The Poisoned-Wind Mortar is a form of light-artillery that allows a small team of Globadiers to lob a much larger payload of poisoned-wind globes at a much greater range than a lone Globadier could ever hope to achieve.
This two-Skaven team requires one of its member to strap on the mortar upon his back while a second Skaven would load the ammunition inside the mortar itself. Additionally, with some hastily squealed directions, a team of Poisoned-Wind Mortar has the ability to fire their weapon on the go or fire indirectly at the enemy. Such a situation where hurting the enemy without risking their own lives has always been an appealing idea to any Skaven.
When in combat, as the bulk of the firing apparatus can be strapped upon a crew member's back, the Weapons team can advance and catch up alongside Skaven infantry blocks, pausing momentarily to lob high-arching shots onto distant targets, before scurrying forward to keep up with the rest of the army.
Poison Wind Mortars
Medium, Chaotic Evil
- Armor Class 18
- Hit Points 86(6d12+30)
- Speed 30ft
10 16 20 10 15 16 Str (+0) Dex (+3) Con (+5) Int (+0) Wis (+2) Cha (+3)
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 60ft, Blindsight 30ft
- Languages Undercommon, Common
- Challenge 9(5,000XP)
Abilities
Warpstone Projectiles The damage of the globes increases by 1d10 for every size increase (Damage shown is for medium) and globe attacks ignore resistances and immunities to poison.
Actions
Multiattack. The Poison Wind Mortars makes Globes attacks
Globe Ranged Weapon Attack: +6, 300ft, two targets within 5ft of each other. Hit: 23(4d10+3) poison damage and the target must make a DC 16 Constitution saving throw or take 10(2d10) poison damage on a failed save and be poisoned and incapacitated for 1 minute. A creature poisoned this way takes the poison damage at the start of their turn and can repeat the saving throw at the end of their turn.
Ratling Guns
The Ratling Gun is perhaps the most powerful weapon Clan Skryre has ever invented, a large, multi-barrelled death-dealing machine with the potential to change the very face of warfare in the Skaven's favour. Though a relatively new and often unreliable design, the gun has nonetheless proven itself so successful that Clan Skryre simply cannot make enough to satisfy Warlord Clans' greedy demands. Powered by Warp-steam and the prodigious working of a hand crank, the six-barrelled Ratling Gun starts to spin before unleashing its deadly payload of Warpstone bullets. Commonly, the gun requires two Skaven; one to hold and crank the Warp-steam while another aims the gun forward.
Ratling Guns
Medium, Chaotic Evil
- Armor Class 16
- Hit Points 45(6d12+15)
- Speed 30ft
14 21 17 10 14 13 Str (+2) Dex (+5) Con (+3) Int (0) Wis (+2) Cha (+1)
- Saving Throws Con+6, Dex+8
- Skills Acrobatics+8, Sleight of Hand+8
- Damage Resistances Poison, Necrotic
- Senses Darkvision 120ft, Blindsight 45ft
- Languages Undercommon, Common
- Challenge 6(2,300XP)
Abilities
Strength in Numbers: When next to an ally of Clan Skryre, the Ratling Guns gain advantage on targets within range.
Actions
MultiAttack: The Ratling Guns make up to 6 attacks.
Ratling Guns Ranged Weapon Attack 120ft range. Hit 10(1d8+5) Poison Damage and the target must make a DC 15 Constitution saving throw or be burnt by the Warpfire. At the start of the creature's next turn the creature takes an additional 6(1d12) fire damage ignoring resistances to fire. If a creature succeeds, the creature takes half damage and is not burnt.
DoomWheel
Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the Skaven, than the infernal war machine known as the Doomwheel. At first sight the Doomwheel might seem an oddity, perhaps even comical to opponents that have not faced one before. The Dwarfs, who have suffered many wars against the Skaven, know full well the Doomwheel's measure and will direct every war machine at their disposal to blast the deadly wheel apart before it can churn close enough to pulverise the Dwarf battlelines. Indeed, Dwarf cannons will allow themselves to be overrun by the foe, willingly sacrificing themselves for their Hold in order to get off a single shot at the infernal Skaven device. When it works correctly, the Doomwheel whirs quickly across the battlefield, moving more swiftly than galloping horses. If it is going exceptionally well, the Warlock Engineer will even steer the great wheel towards the enemy. This is ideal, as the powerful Warp-lightning bolts fire out, blasting the nearest thing to shrivelled blackness, so it is best to be nearer the foe!
DoomWheel
Large, Chaotic Evil
- Armor Class 20
- Hit Points 120(8d12+60)
- Speed 75ft, 75ft(Climbing)
15 22 19 17 13 10 Str (+2) Dex (+6) Con (+4) Int (+3) Wis (+1) Cha (+0)
- Saving Throws Dex+10,Int+7
- Damage Resistances Bludgeoning, Piercing, Slashing, Poison
- Senses 60ft (Darkvision), 30ft(Blindsight)
- Languages Undercommon, Common
- Challenge 8(3,900XP)
Abilities
Spinning Death. Any creature that starts or moves within 5ft of the Doomwheel takes 10(2d10) slashing damage.
Charger. If the DoomWheel moves at least 20ft towards a creature before attacking, it gains advantage on its Slashing Blades attack and the creature targeted must make a DC18 Strength saving throw or fall prone.
Actions
Multiattack. The DoomWheel makes two Slashing Blades attacks, it can replace one of these attacks for a Warp-Lighting attack.
Slashing Blades. Melee Weapon Attack +10, Reach/Range, one target. Hit: 18(2d12+6) Slashing Damage
Warp-Lighting Ranged Weapon Attack: +8, 60ft Range, one target. Hit: 12(1d12+6) Poison Damage and a creature within 15ft of the targeted creature must make a DC15 Dexterity saving throw or also take 12(1d12+6) damage.
Clan Pestilens
Note that some abilities and effects only apply of the Skaven from Clan Pestilens.
Plague Monks
The Plague Monks of Clan Pestilens are zealots utterly dedicated to the spread of corruption and decay in the name of the Great Horned One. These devout disciples of disease are unique amongst Skaven society in that they are fanatically committed to their clan and its purpose of creating the ultimate disease. Once this plague devastates all surface-dwellers, the Skaven can rise up in the ruins and claim their proper inheritance - nothing short of the entire world - and the Great Horned Rat will know who brought his children to their rightful and preordained ascendancy and Clan Pestilens will sit over all and reign supreme. As the foul brethren march forward towards an enemy battleline, their chanting picks up its pace and the Plague Monks seem to incite themselves into a terrible rage. In combat Plague Monks hurl themselves into the fray with a fanatical ferocity, eager to bring death and destruction to their foes. They relentlessly attack with filth-encrusted blades, iron-tipped staves, or even their needle-sharp teeth. A Plague Monk's exposure to pestilence has rendered its toughened, boil-ridden skin immune to pain. The ability to shrug off crippling injury combined with their near-hysterical zealotry means that the only reliable way of stopping a Plague Monk attack is to wholly dismember them.
Plague Monks
Medium, Chaotic Evil
- Armor Class 14
- Hit Points 62(5d12+32)
- Speed 30ft
10 18 15 16 17 11 Str (+0) Dex (+4) Con (+2) Int (+3) Wis (+3) Cha (+0)
- Saving Throws Con+7, Wis+7
- Skills Religion+7
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision(60ft), Blindsight(30ft)
- Languages Undercommon,Common,Abbysal Celestial
- Challenge 6(2,300XP)
Abilities
Plague Infestation(Pestilens Monks). Plague Monks who come from Clan Pestilens are so horribly diseased it is dangerous to be around. Any creature within 15ft of a Plague Monk must make a DC15 Constitution saving throw at the start of their turn or take 10(2d8) Necrotic Damage.
Frenzy. Plague Monks deal an extra 5 poison and 5 slashing damage on each attack while they are above 35 hitpoints.
Actions
Multiattack. The Plague Monks makes Three Scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, 5ft, one target. Hit 9(1d8+4) Slashing damage
Plague Monks(Censer Bearers)
Medium, Chaotic Evil
- Armor Class 14
- Hit Points 72
- Speed 30ft
14 20 18 19 15 12 Str (+2) Dex (+5) Con (+4) Int (+4) Wis (+2) Cha (+1)
- Saving Throws Con+7, Wis+7
- Skills Religion+7
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision(60ft), Blindsight(30ft)
- Languages Undercommon,Common,Abbysal Celestial
- Challenge 7(2,900XP)
Abilities
Plague Infestation(Pestilens Monks). Plague Monks who come from Clan Pestilens are so horribly diseased it is dangerous to be around. Any creature within 15ft of a Plague Monk must make a DC15 Constitution saving throw at the start of their turn or take 10(2d8) Necrotic Damage.
Frenzy. Plague Monks deal an extra 5 poison and 5 slashing damage on each attack while they are above 45 hitpoints.
Plague Censer. Any creature that starts or moves within a 10ft radius of the Plague Monks must make a DC16 Constituiton saving throw or take 6(1d12) poison damage and be poisoned until the end of their turn.
Warpstone Censer. Poison damage dealt by the Plague Monks bypass resistances and immunities to poison.
Actions
Multiattack. The Plague Monks makes Two Censer attacks.
Censer. Melee Weapon Attack: +7 to hit, 5ft, one target. Hit 9(1d10+4) bludgeoning damage and an additional 5(1d8) poison damage.
Plague Claw Catapults
It was in the Southlands that crude torsion devices first began hurling loathsome substances onto the foe during battle. The Plague Monks learned to deliver their pestilent payloads via catapult, the erupting splatter of deadly contents slaying targets in a toxic storm. Those splashed by the semi-congealed liquid find their skin simultaneously sloughing off in ruin and elsewhere erupting in glistening spores. Armour offers no protection against such a loathsome weaponry. Plagueclaw Catapults are great, wheeled scaffold-towers bearing catapults. Pushed into position by ragged Clan Pestilens acolytes, the claw-like arm of a Plagueclaw Catapult is winched back and unleashed to lob hideous death. The toxic semi-liquid leave a glowing streak across the sky as it arcs earthward.
Plague Claw Catapults
Large, Chaotic Evil
- Armor Class 15
- Hit Points 54
- Speed 25ft
24 8 16 14 12 11 Str (+7) Dex (-1) Con (+3) Int (+2) Wis (+1) Cha (+0)
- Saving Throws Con+7
- Damage Resistances Poison
- Senses Darkvision(60ft), Blindsight(30ft)
- Languages Undercommon, Common
- Challenge 10(5,900)
Abilities
Warpfire Poison. The Catapults bypass resistances and immunities to poison and when a creature is poisoned, that creature takes an additional 5(1d10) Poison damage at the start of the creature's next turn
Gift of the Horned Rat(Clan Pestilens). The Catapult has been blessed by the Horned Rat, increasing the DC of the Warpfire Projectile to DC19 Constitution
Siege Attacker. The Catapult deals double damage to structures.
Actions
Warpfire Projectile Ranged Weapon Attack: +10, 600ft, 15ft radius. Hit 25(3d12+7) Bludgeoning Damage and creatures hit must make a DC17 Constitution Saving throw taking 12(2d12) poison damage and is poisoned, or half as much on a success and is not poisoned.
Clan Eshin
Night Runners
Night Runners are the most common Clan Eshin warriors, although they are still secretive like all their mysterious clan. Trained to move at speed, Night Runners strike quickly to prepare the way for Skaven armies. Small furtive units sneak from the shadows to seize key terrain features, while larger blocks of Night Runners scurry ahead of the Skaven lines to harass and slow down the foe. Night Runners fight with blades in each hand, although many employ slings to rain death on enemy war machines or poorly armoured elites. A typical ruse is to slink off to the army's flanks, hoping to lure pursuit into a hastily prepared ambush.
Night Runners
Medium, Chaotic Evil
- Armor Class 15
- Hit Points 48(5d12+18)
- Speed 45ft
10 17 16 13 15 12 Str (+0) Dex (+3) Con (+3) Int (+1) Wis (+2) Cha (+1)
- Saving Throws Dex+6
- Skills Stealth+6, Acrobatics+6
- Senses Darkvision(120ft), Blindsight(60ft)
- Languages Undercommon, Common
- Challenge 5(1,800XP)
Abilities
Eshin Training. The Night Runners can take the Dodge action as a bonus action.
Sneak Attack. The Night Runner deals an additonal 12(3d6) damage of the same type that the weapon causes when the Night Runner has advantage on attack rolls or an ally is within 5ft of the target.
Actions
Multiattack. The Night Runners make two Sling or three dagger attacks.
Sling. Ranged Weapon Attack: +6, 90ft, one target. Hit: 9(1d6+3) bludgeoning damage.
Dagger. Melee/Ranged Weapon Attack: +6,5ft, 60ft(Ranged), one target. Hit: 5(1d4+3) piercing Damage.
Gutter Runners
Most suspicious deaths and acts of espionage in Skaven society are blamed on the nefarious Clan Eshin. Such accusations are probably true, but, of course, there is no evidence. Much of this devastation is wrought by the Gutter Runners, Clan Eshin's black-clad death squads. Gutter Runners have undergone training in the mysterious fighting style developed in the Far East. Because of their ability to bend and contort their pliable bodies with a speed and dexterity unachievable by man, Gutter Runners have no need for encumbering armour - they simply dodge the blows and missile of their foes. A unit is often led by a Death Runner - the term used for the most promising assassin-adept.
Gutter Runners
Medium, Chaotic Evil
- Armor Class 16
- Hit Points 66(7d12+24)
- Speed 45ft
10 19 16 15 17 12 Str (+0) Dex (+4) Con (+3) Int (+2) Wis (+3) Cha (+1)
- Saving Throws Dex+7
- Skills Stealth+7, Acrobatics+7
- Senses Darkvision(120ft), Blindsight(60ft)
- Languages Undercommon, Common
- Challenge 7(2,900XP)
Eshin Training. The Gutter Runners can take the Dodge action as a bonus action.
Sneak Attack. The Gutter Runner deals an additonal 16(4d6) damage of the same type that the weapon causes when the Gutter Runner has advantage on attack rolls or an ally is within 5ft of the target.
Stalk. Gutter Runners have advantage on stealth rolls and attacking does not reveal their position.
(Variant)Poison Attacks. Gutter Runners deal an additional 6(2d6) poison damage on all attacks.
Actions
Multiattack. The Gutter Runners make two Sling or three dagger attacks.
Sling. Ranged Weapon Attack: +7, 90ft, one target. Hit: 10(1d6+4) bludgeoning damage.
Dagger. Melee/Ranged Weapon Attack: +7,5ft, 60ft(Ranged), one target. Hit: 7(1d4+4) piercing Damage.
Snare. Ranged Weapon Attack: +7,5ft, 30ft(Ranged), one target. Hit: The target is restrained and their speed is reduced to 0 by a snare net. The creature can escape the net using their action to escape out of the net or by an ally creature using their action to help the creature.
Clan Eshin's Experts
Death Runners
Death Runners are the sneakiest of the Skaven infantry, with several dirty tricks up their sleeves. They can move across the battlefield quickly and stealthily with Stalk, and deploy concealment bombs that allow them to get the drop on nearly any opponent. In addition, their melee attacks halve the armor of whatever enemy they're facing, cracking open the defenses of tough units such as Steam Tanks or Stegadons. They should never be used in a frontal engagement, as they have paper-thin armor and deal relatively low damage by themselves. However, they become extremely potent when supporting other Skaven units by reducing the enemy's armor and attacking from behind. Their speed allows them to weasel their way out of any problematic situations, and they should be carefully managed to ensure that they do not get caught up in any unfavorable engagements.
Death Runner
Medium, Chaotic Evil
- Armor Class 18
- Hit Points 76(4d20+56)
- Speed 50ft
15 21 18 16 15 14 Str (+2) Dex (+5) Con (+4) Int (+3) Wis (+2) Cha (+2)
- Saving Throws Dex+9
- Skills Stealth+9, Acrobatics+9
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Poison
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Darkvision(120ft),Blindsight(60ft)
- Languages UnderCommon, Common
- Challenge 9(3,900)
Abilities
Expert Eshin Training. The Death Runner can take the Dodge, Disengage, Dash, or Hide action as a bonus action.
Sneak Attack. The Death Runner deals an additonal 20(5d6) damage of the same type that the weapon causes when the Death Runner has advantage on attack rolls or an ally is within 5ft of the target.
Stalk The Death Runners have advantage on stealth rolls
Actions
Multiattack. The Death Runners make two Weeping Blade attacks
Weeping Blade. Melee Weapon Attack: +9, Reach 5ft, one target. Hit: 12(1d12+5) Slashing damage and the target's AC is reduced by 1 if it is wearing armor until the start of this creature's turn.
Concealment Bombs. The Death Runner drops a bomb creating a thick smoke cloud in a 20ft radius. Eshin Skaven gain a +8 to Stealth in the smoke, and other creatures have disadvantage on Wisdom(Perception) checks. ALl creatures in the smoke are considered heavily obscured.
Eshin Triads
Some Black Skaven, such as those within Clan Eshin, are trained in the martial arts and tactics of their clan, combining the speed of their smaller kin with brawn seldom found amongst the ratmen.
Only the most devout apprentices of Clan Eshin ascend to the rank of Triad. Well-drilled and deadly, these warriors are a versatile alternative to their Clanrat and Stormvermin brethren and are best utilised behind the front ranks, excelling at exploiting gaps and weaknesses in enemy lines. While their armour is not the strongest, Triads make up for it with their covert abilities. Equipped with smoke-filled Concealment Bombs, they can stalk their opponents and strike from unexpected directions with their poisoned Guandao spears.
Eshin Triads
Medium, Chaotic Evil
- Armor Class 16
- Hit Points 88
- Speed 60ft
STR DEX CON INT WIS CHA Str (+3) Dex (+6) Con (+4) Int (+2) Wis (+3) Cha (+2)
- Saving Throws Wisdom +9, Dexterity +11
- Skills Stealth+11, Acrobatics +11
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Poison
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Darkvsion(120ft), Blindsight(60ft)
- Languages Undercommon, Common
- Challenge 10
Abilities
Expert Eshin Training. Eshin Triads can take the Dodge, Disengage, Dash, or Hide action as a bonus action.
Stalk The Eshin Triads have advantage on stealth rolls
Giant Killer. Eshin Triads have advantage on attack rolls against creatures larger in size category than them.
Actions
Multiattack. The Eshin Triad makes Two Weeping Halberd attacks
Weeping Halbard. Melee Weapon Attack: +11 to hit, 10ft reach, one target. Hit 12(1d10+6) Slashing damage and if the target is wearing armor the AC of the target is reduced by 1.
Concealment Bombs. The Eshin Triads drops a bomb creating a thick smoke cloud in a 20ft radius. Eshin Skaven gain a +8 to Stealth in the smoke, and other creatures have disadvantage on Wisdom(Perception) checks. All creatures in the smoke are considered heavily obscured.
Clan Moulder
Skaven Slave Mutations.
Moulder takes much liberty with their skavenslaves, doing unorthodox test on them constantly leads to new mutations. Roll a D12 and consult the table below for the ability that Moulder Skaven Slaves gains.
| d12 | Mutation |
|---|---|
| 1 | Stalker Senses |
| 2 | Cancerous Carapace |
| 3 | Mors-Tostorone |
| 4 | Muscle Enlargement |
| 5 | Enhanced Muscle Fiber |
| 6 | Smart Feeding |
| d12 | Mutation |
|---|---|
| 7 | Second Brain |
| 8 | Spider Senses |
| 9 | Mind Control |
| 10 | Nasty Inbred |
| 11 | Hideous Disfigurment |
| 12 | Accelerated Mitosis |
Stalker Senses
Skaven Slaves gain the Stalk Ability
Stalk.
Advantage on Stealth Checks
Cancerous Carapace
The Skaven Slaves gain advantage on spell saving throws and gain a +2 to AC
Mors-Tostorone
Skaven Slaves gain the Frenzy Ability
Frenzy.
While the SkavenSlave has more than 7hitpoints, it deals an additional 5 damage.
Muscle Enlargement
Skaven Slaves gain a +2 to hit and deal an additional damage dice, however the AC of the Slaves decrease by 1.
Enhanced Muscle Fiber
Skaven Slaves gain 10ft of movement speed, +1 AC, and gain the Strider Ability.
Strider.
SkavenSlaves ignore difficult terrain.
Smart Feeding
Skaven Slaves gain a bite attack.
Bite.
Melee Weapon Attack: +5 to hit, 5ft reach, one target. Hit 8(1d10+3) Piercing damage and the Skaven Slave regenerates hitpoints equal to damage dealt. Any excess regeneration is converted into temporary hitpoints .
Second Brain
Skaven Slaves gain the Death Frenzy ability and have advantage against being charmed.
Death Frenzy.
When the Skaven Slave first falls to 0 hitpoints, it does not die, but instead immedieatly gains 1 hitpoint and attacks three times towards the nearest hostile creature. If, the skavenslave does not have a target in range, it will use its next turn to move towards a hostile creature and attack. The SkavenSlave has advantage on attack rolls until it dies.
Spider Senses
Skaven Slaves gain resistance to bludgeoning, piercing, and slashing damage and gain advantage on Wisdom(Perception) Checks.
Mind Control
Skaven Slaves gain immunity to psychic damage and the charmed and frightened condition. The Skaven Slave also gains a +1 to AC
Nasty Inbred
SkavenSlaves gains the Charger ability
Charger.
If the SkavenSlaves move 15ft towards a creature, the target must make a DC16 Strength Saving throw or be knocked prone. If a creature fails this saving throw, the SkavenSlave gets an extra attack.
Hideous Disfigurment
Any creature that can see the the SkavenSLave must make a DC15 Wisdom saving throw or be frightened by the SkavenSlave's Hideous appereance.
Accelerated Mitosis
Roll 2d12 with the results being the mutations the Skaven Slaves obtain. If you roll Accelerated Mitosis again, roll an additional 2d12 up to 6 total mutations.
Instability
When a SkavenSlave has more than three mutations, the SkavenSlaves become unstable. at 4 mutations, the Skaven SLaves become more unstable, and finally at 6 mutations the SkavenSlaves become explosively unstable.
Instability
The SkavenSlaves gain the following abilities due to instability
Instability 1. At the start of the turn, roll a d4. 1-2, the SkavenSlaves gain a +3 to hit, 3-4: The SkavenSlaves gain a +3 to AC.
Instability 2. At the start of the turn, roll a d4. 1-2, the SkavenSlaves gain a +5 to hit, 3-4: The SkavenSlaves gain a +5 to AC. If the result is the same as the previous roll, the SkavenSlave has a -5 to the other stat.
Explosive Instability. At the start of the turn, roll a d4. 1-2, the SkavenSlaves gain a +3 to hit, 3-4: The SkavenSlaves gain a +3 to hit. If the result is the same as the previous roll, the SkavenSlave explodes and dies dealing 20(4d10) Acid damage bypassing resistances and immunities.
Wolf Rats
Many are the strange and twisted creatures that have been spawned through the warpstone-tainted meddling of Skaven Clan Moulder. Many too are thankfully rare, while others, such as the twisted Wolf Rats, have bred true and multiplied in the manner of their verminous masters, and when a Skaven slave escapes from its holding pen, it best run 'quick-quick' as its pursuers will not be far behind, the skittering and scratching of claws behind them not those of their gaolers in furious pursuit, but instead those of the packs of Wolf Rats that many a Skaven clan keeps for such bloodthirsty hunts.
These ravenous monsters are neither rat nor wolf, but an aberrant amalgamation of the two, both lean and insatiably hungry. No one, not even the Skaven Master Moulders themselves exactly know how they came into being, but they can be found almost everywhere that the Skaven infest - from the tunnels and sewers that run below the towns and cities of other races, in Skaven nest-lairs, as well as existing freely in the wild. Wolf Rats are kept by the rat men for a myriad of uses, most commonly for guarding their lairs, hunting down creatures for their hideous experiments, and even in times of famine as food, although the Skaven sent in to kill them are just as likely to end up as the Wolf Rat's next meal. The creatures can never be tamed and often break from the heavy chains used to restrain them, causing havoc throughout the clan's tunnels until they either escape once more into the wild or are hunted down themselves and destroyed.
In battle, the Skaven will unleash the slavering Wolf Rat packs ahead of their own troops as, unlike the cowardly Skaven, these beasts will readily charge headlong into an enemy - so eager are they to feast upon flesh. Fearless enough to dash into a hail of arrows, they will pounce and rip out an archer's throat before he has had time to draw his bow for a second shot. Then, tensing back on their long muscular limbs, they will leap hungrily into the ranks behind to take their fill of the bounteous feast laid before them.
Wolf Rats
Medium, Chaotic Evil
- Armor Class 14
- Hit Points 30(4d10+8)
- Speed 65ft
17 16 14 13 10 12 Str (+3) Dex (+3) Con (+2) Int (+1) Wis (+0) Cha (+1)
- Saving Throws Str+5, Dex+5
- Skills Athletics+5
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Poison
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Darkvision(30ft), Blindsight(30ft)
- Languages Undercommon
- Challenge 1(250XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, 5ft reach, one target. Hit 8 (1d8+3) piercing damage and the target is grappled(DC13).
Variant: Poison. The Wolf Rats bite attack deals an additional 5(1d8) poison damage.
Brood Horror
Brood Horror are the greatest and most bloated of the Giant Rat species, created and formed when one of the litter begins to mutate extraordinarily fast and begins to feast and devour the rest of its litter, growing at an alarming rate whilst increasing in both strength and savagery.
Due to the creature's reputation, Brood Horrors are highly prized by their Moulder Masters and are only traded to the greatest of the Warlord Clans, for only they have the wealth to pay for their exorbitant prices. Many pay entire fortunes of Warpstone or thousands of slaves in order to get the chance for the creature to be used as powerful mounts of war by many aspiring Skaven Warlords. Other times they are simply prodded into the battlefield and sent towards their enemies in a killing frenzy, tearing and grinding everything in their path.
Brood Horror
Large monstrosity, Chaotic Evil
- Armor Class 16
- Hit Points 140(10d12+40)
- Speed 65ft
19 13 18 10 11 7 Str (+4) Dex (+1) Con (+4) Int (+0) Wis (+0) Cha (-2)
- Saving Throws Str+7,Con+7
- Skills Athletics+7
- Damage Immunities Poison
- Condition Immunities Frightened
- Senses Darkvision(60ft), Blindsigt(30ft)
- Languages Undercommon
- Challenge 9(5,000XP)
Abilities
Frenzy The Brood Horror deals an additional 5 damage of the same damage type of an attack while it has greater than 60 hitpoints.
Regeneration(Clan Moulder Horror). The Brood Horror regenerates 20 hitpoints at the start of its turn if it has at least 1 hitpoint at the start of its turn. This feature does not work if it has taken radiant damage.
Actions
Multiattack. The Brood Horror makes One Bite and One Claw attack.
Bite. +7: +7 to hit, 5ft reach, one target. Hit: 19(3d10+4) piercing damage.
Claw. +7: +7 to hit, 10ft reach, one target. Hit: 19(3d10+4) slasing damage.
Rat Ogre
The hulking monstrosities known as Rat Ogres are one of the most successful of Clan Moulder's numberless creations. The Master Moulders have found the perfect blend of death-dealing creature through a mixture of foul crossbreeding and dark sorcerous surgery. In their artificial making, many beasts are literally stitched together, the impossible feat accomplished through the fusing powers of a powerful Warpstone-derived balm, the infamous skalm. The Rat Ogre combines the speed and ferocity of a Skaven with the sheer brawn of an Ogre. Somehow the desperate hunger of both races has been magnified as well - for the Rat Ogre is truly a ravenous creature, forever seeking to gorge its fill on fresh meat. In battle a Rat Ogre pack is horrifying to behold, becoming wholly consumed by an insatiable instinct to kill, rip, and tear, and it takes a Packmaster to steer their ferocious charges. A Rat Ogre pack moves with great speed, their misshapen bodies made entirely of straining, bulging muscles, teeth, and claws. The snarling rage of a Rat Ogre pack colliding with an enemy unit resounds across a battlefield, as the towering creatures splinter shields, snap bones, and relentlessly pound any and all opposition.
Rat Ogre
Large monstrosity, Chaotic Evil
- Armor Class 15
- Hit Points 78(8d12+32)
- Speed 45ft
19 13 18 10 11 7 Str (+4) Dex (+1) Con (+4) Int (+0) Wis (+0) Cha (-2)
- Saving Throws Str+7,Con+7
- Skills Athletics+7
- Damage Immunities Poison
- Condition Immunities Frightened
- Senses Darkvision(60ft), Blindsigt(30ft)
- Languages Undercommon
- Challenge 7(2,900XP)
Abilities
Frenzy The Rat Ogre deals an additional 5 damage of the same damage type of an attack while it has greater than 60 hitpoints.
Regeneration(Clan Moulder Ogre). The Rat Ogre regenerates 20 hitpoints at the start of its turn if it has at least 1 hitpoint at the start of its turn.
Actions
Multiattack. The Ogre makes One Bite and One Claw attack.
Bite. +7: +7 to hit, 5ft reach, one target. Hit: 19(2d10+4) piercing damage.
Claw. +7: +7 to hit, 10ft reach, one target. Hit: 19(2d10+4) slasing damage.
HellPit Abomination
The Hell-Pit Abomination is a living mountain of misshapen flesh. The creature moves in a rippling tide of unnatural spasms, writhing worm-like and using its many limbs to pull and drag its hideous bulk forward. Various mechanical bits, such as wheels, cogs, and fluid-pumps have been grafted into the beast to ensure it moves at optimal speed and that the Warpstone mutated growth agents are regularly injected into the beast's hyper-fast metabolism. A multitude of heads dart out of the lumpen mound of muscle and bone at the behemoth's fore. The heads that snake out are all vermin-like, but some glisten hairlessly, like unborn rat monstrosities. Many have eyes, but no few are blind, twisting and craning to catch the scent of prey, hissing and snapping at the air with razor-sharp incisors. Many foes will flee from the unnatural sight of a Hell-Pit Abomination. Once in combat the Hell-Pit Abomination is relentless, dragging its bulk onwards to crush any in its wake. Hell-Pit Abominations are notoriously hard to slay and there are accounts of the beasts visibly healing wounds, regrowing severed limbs and rising from the dead to attack again.
Hell Pit Abomination
Huge monstrosity, Chaotic Evil
- Armor Class 19
- Hit Points 288(24d12+144)
- Speed 45ft
25 16 23 9 15 13 Str (+7) Dex (+3) Con (+6) Int (-1) Wis (+2) Cha (+1)
- Saving Throws Con+11
- Damage Resistances Poison, Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
- Damage Immunities Damage_Immunities
- Condition Immunities Frightened, Charmed
- Senses Darkvision(120ft), Blindsigt(60ft)
- Languages Undercommon
- Challenge 12(8,400XP)
Abilities
Frenzy The Abomination deals an additional 5 damage of the same damage type of an attack while it has greater than 60 hitpoints.
Regeneration(Clan Moulder Abomination). The Abomination regenerates 20 hitpoints at the start of its turn if it has at least 1 hitpoint at the start. This feature does not work if it has taken radiant damage.
Horryfing Appearance. Any creature that can see the Abomination must make a DC17 Wisdom saving throw or be frightened for one minute. A creature can repeat this saving throw at the end of their turns. Once a creature succeeds, it is immune to the Abomination's horryfing appearance for 24 hours.
Actions
Multiattack. The Abomination makes three claw attacks
Claw. Melee Weapon Attack: +11 to hit, 10ft range, one target. Hit 17(2d10+7) Slashing damage
Stomp Melee Weapon Attack: +11 to hit, 5ft range, 15ft radius. Hit 15(3d12+7) Bludgenoning damage.
Mythical Actions
Too Horrible to Die. When the Hell Pit Horror first reaches 0 hitpoints, the Horror immedieatly regenerates 175 hitpoints and can replace two claw attacks with a stomp attack.
Leaders of the Skaven
Queek Headtaker
Warlord Queek Headtaker is Right Claw to Warlord Gnawdwell, grand ruler of Clan Mors and member of the Council of Thirteen. That Queek has risen so high in arguably the most powerful Warlord clan is a credit to the terrible violence he unleashed on any in his way. Queek's vicious streak and vitriolic temper, along with his immense ego, are legendary amongst Skaven, who regard such traits as greatly admirable. Although his scarlet-armoured Stormvermin often accompany him, Warlord Queek takes pleasure in personally dispatching enemy leaders. In his arrogance, he carries the severed heads of his latest opponents on a trophy rack to remind followers - and Warlord Gnawdwell - of the fighting prowess of the almighty Warlord Queek, the Headtaker, the Dwarf-smiter. Adorned upon spikes in Queek's collection are Krug Ironhand, Ikit Slash of Fester Spike, and the hands of Baron Albrecht Kraus of Averland.
Queek HeadTaker
Medium humanoid, Chaotic Evil
- Armor Class 21(Warp-Shard Armour)
- Hit Points 320(32d12+128)
- Speed 30ft
18 23 17 14 15 13 Str (+4) Dex (+6) Con (+3) Int (+2) Wis (+2) Cha (+1)
- Saving Throws Dex+12,Wis+8
- Skills Stealth+12,Perceptio+8,Insight+8
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Frightened, Charmed
- Senses Darkvision(60ft), Blindsight(30ft)
- Languages Undercommon, Common
- Challenge 15(13,000XP)
Dwarf Gouger Creatures do not benefit from armor when Queek uses his Warhammer
Warp-Sharded Armour. As a bonus action Queek's armor begins to glow with warpfire. Any creature within 15ft of Queek have their AC reduced by 3 for 1 minute. The aura lasts for 1 minute.
Duelist. Queek Headtaker has the following battle manuevers available, If a manuever requires a saving throw, the DC=19. Queek's superiority dice is a d10 and has 5 superiority dice available to use for manuevers. Spent superiority dice reset on a long rest.
Parry. When a creature damages Queek with a melee attack, Queek can use his reaction to expend one superiority dice and reduce the damage by the roll+6.
Riptose. When a creature misses Queek with a melee attack, Queek can use his reaction to expend one superiority dice and make a melee weapon attack against that creature. On a hit, add superiority dice to damage.
Feinting Attack. Queek expends one superiority dice and use a bonus action to feint on it's turn, choosing a creature within 5ft as the target. Queek has advantage on the next attack roll against the target, if the attack hits add superiority dice to damage.
Menacing Attack. When Queek hits a creature with a weapon attack, Queek expend one superiority dice to attempt to frighten the target. Add superiority dice roll to damage and target must make a wisdom saving throw. On a failure, the creature is frightened until the end of Queek's next turn.
Goading Attack. When Queek hits a creature with a weapon attack, Queek expend one superiority dice to attempt to goad the target into attacking Queek. Add superiority dice to damage and target must make a Wisdom saving throw, on a failed save, the target has disadvantage on all attack rolls against targets other than Queek until the end of Queek's next turn.
Frenzy Queek deals an additional 10 damage of the same damage type of an attack while it has more than 100 hitpoints.
Actions
Multiattack. Queek makes Three Scimitar attacks, Queek can replace one attack with a Warhammer attacks
Scimitar. Melee Weapon Attack: +11, 5ft reach, one target. Hit 10(1d6+6) Slashing damage.
Warhammerr. Melee Weapon Attack: +11, 5ft reach, one target. Hit 12(1d10+6) piercing damage(Queek's Choice).
Legendary Actions
Queek Headtaker can take 3 legendary actions choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Queek Headtaker regains all spent legendary actions at the start of his turn.
Warhammer. Queek makes one warhammer attack to a creature within range.
Trophy Hunter. Queek chooses a creature he can see within 30ft, until the end of Queek's next turn, Queek deals an additional 6 damage of the same damage type as the weapon used.
Skaven Leader (2 Actions). Queek chooses a nearby Skaven, that skaven can immediately moves up to half their speed and make one weapon attack. Opportunity attacks have disadvantage due to this movement.
Lord Skrolk
That Lord Skrolk walks the world is an affront to nature and a sign of the power of the Great Horned Rat. Plants wither and die where Skrolk treads and the very air about him seems to congeal and darken, as if stained by his baleful presence. Skrolk is ancient, having existed many spans of even the most long-lived of his foul kind. Rather than weakening with age, he is possessed of a diabolic vitality that belies the years and the heaped diseases he carries. Indeed, he is bent and gnarled under the weight of countless corruptions. The flesh that is not hidden by his tattered shroud is leathery and covered in a layer of dripping buboes. Even worse, the mysterious hunching growths framed by the robes promise something still more virulent. Each new pox only toughens the aged Plague Monk, who has himself become a walking disease.
Lord Skrolk
Medium humanoid, Chaotic Evil
- Armor Class 16
- Hit Points 250(22d10+132)
- Speed 30ft
10 19 22 21 18 15 Str (+0) Dex (+4) Con (+6) Int (+5) Wis (+4) Cha (+2)
- Saving Throws Con+11,Wis+9
- Skills Religion+9,Arcana+10
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision(60ft),Blindsight(30ft)
- Languages Common,Undercommon
- Challenge 15(14,000XP)
Abilities
Plague Lord. Whenever a creature starts its turn within 5ft of Skrolk, roll a d6 as a random poison expels from Skrolk, on a 1 the creature is affected by Cybella pollen, 2 is Burnt othur fumes, 3 is Ghoul Saliva, 4 is Giant Scorpion Venom, 5 is Deathblade, and 6 is Green Dragon Bile. If a creature succeeds a saving throw against one of the Poisons, they are immune to this ability until the end of their next turn.
Frenzy. Skrolk deal an extra 5 poison and 5 slashing damage on each attack while he is above 45 hitpoints.
Warpstone Censer. Poison damage and the poisoned condition dealt by the Skrolk bypass resistances and immunities to poison.
Magic Items Skrolk has the Rod of Corruption and The Liber Bubonicus magic items equipped.
SpellCasting. Lord Skrolk is a 15th level spellcaster(+10 Spellcasting Modifier, DC19) with the following spells.
Cantrips: Poison Spray, Infestation, Toll the Dead
1st Level(4 slots): Stinging Smite, Detect Poison and Disease, Ray of Sickness, Tasha's Caustic Brew
2nd Level(3 slots): Choking Smog, Wither and Bloom, Summon Beast(Rat appearance)
3rd Level(3 slots): Fear, Protection from Energy, Conjure Animals(Swarm of rats or Giant Rats only)
4th Level(3 slots): Sickening Radiance, Guardian of Faith
5th Level(2 slots): Envenom, CloudKill, Hallow
6th Level(1slots): Disintergrate
7th Level(1slots): Irridate
8th Level(1slots): Torpor Power.
Actions
Multiattack. The Lord Skrolk makes Two Censer Attacks
Censer. Melee Weapon Attack: +9 to hit, 5ft, one target. Hit 10(1d10+5) Bludgeoning damage and the target must make a DC18 Wisdom saving throw or be frightened by Skrolk until the start of Skrolk's next turn.
Legendary Actions
Lord Skrolk can take 3 legendary actions choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Lord Skrolk regains all spent legendary actions at the start of his turn.
Censer. Skrolk makes one Censer attack to a creature within range.
Arcane Conduit(3 Actions). Skrolk regains a spell slot of 4th level or lower and cast a cantrip.
Horned Worship.(2 Actions) Skrolk chooses a Skaven within range, if it is not a Clan Pestilins plague monk, the Skaven magically transforms into one healing 30 hitpoints if not at maximum hitpoints of a Plague Monk. If the Skaven instead is a Clan Pestilins Plague Monk, then the Plague Monk's gain 10 temporary hitpoints. While a Plague Monk has these hitpoints, any creature that attacks the Monk within 5ft takes 10(2d10) poison damage.
Rod of Corruption
Artifact, requires attunement by a spellcaster
At dawn, any creature not infected with or under the affects of at least 3 poisons or diseases that holds this rod must make a DC21 Constitution Saving throw or be poisoned for the rest of the day and takes 18(3d12) poison damage immediately.
Atuuned. As a bonus action, the wielder's weapon becomes magical and gains a +3 to attack and damage rolls. For the next three rounds, the wielder of this rod can cast spells with a spell slot one lower than the standard spell slot(Ex: Casting 3rd level fear with a 2nd level spell slot.). 6th Level and higher spells do not gain the benefit from this feature.
The Liber Bubonicus
Artifact, Requires attunment by a cleric
This book is filled with the most deadliest of diseases ever known or will be known in the world. Any creature that reads the book that isn't connected or worships a god of disease, destruction, or poison makes a DC25 Wisdom Saving throw or go insane for one week as their mind is wracked with true pain and horror of diseases. This creature forgets all information learned from the Liber Bubonicus.
Pestilent Plague. The Liber Bubonicus has 2 charges, as an action, the wielder reads from the book and chooses a creature within 30ft that it can see. That creature must make a DC22 Constitution saving throw taking 24(6d8) poison damage bypassing immunities and resistances. A creature can repeat the saving throw at the start of each of their turns, on a success the effect ends, on a failure the creature takes poison damage again. Spent charges reset at dawn.
Ikit Claw
Chief Warlock Ikit Claw has taken Skryre’s blend of science and sorcery to entirely new levels. He was tall and white-furred before a failed experiment exploded and mangled his body, so an intricate iron mask of his own invention now covers his hairless skull and a cunningly wrought exoskeleton aids his withered left side. The iron contraption is run by a Warp-generator, a masterpiece of engineering that siphons the Winds of Magic to also power Ikit’s devilish inventions. Whirring cogs hiss and vent steam as the Chief Warlock moves, clanking like a fully armoured knight. Like all Clan Skryre Warlock Engineers, Ikit has continued to tinker, adding countless upgrades. He wields the crackling blade Storm Daemon, a modified halberd wrapped with copper wire coils set with glowing Warpstone, energised with barely suppressed power drawn from his Warp-generator.
Ikit Claw
Medium, Chaotic Evil
- Armor Class 18(Iron Frame)
- Hit Points 260(22d12+88)
- Speed 35ft
11 16 18 23 20 14 Str (+0) Dex (+3) Con (+4) Int (+6) Wis (+5) Cha (+2)
- Saving Throws Intellligence+11, Wisdom+10
- Skills Arcana+11,Survival+10,Perception+10
- Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical damage
- Damage Immunities Poison
- Senses Darkvison(60ft), Blindsight(30ft)
- Languages Common, Undercommon
- Challenge 15(13,00XP)
Abilities
Storm Daemon. Ikit's halberd crackles with unstable energy. At the start of Ikit's turn, roll a d20, when Ikit rolls a 10, 1, or 20 a 2nd level magic missle that deals Necrotic damage is released targeting the nearest hostile creature.
Second Wind Serum. Once Ikit is below 100 hitpoints, Ikit can use his action to immediately regain 140 hitpoints.
Warp Generator. Necrotic Damage dealt by Ikit bypasses resistances and immunities to poison. Additionally, Ikit can use his reaction to impose disadvantage on a spell attack against him or give himself advantage on a saving throw.
Actions
Multiattack. The Ikit Claw makes two Storm Daemon attacks.
Storm Daemon. Melee Weapon Attack: +8, 10ft, one target. Hit 10(1d12+3) slashing damage and an additional 6(1d10) acid damage.
Handheld Warpfire Launcher(Recharge 5-6) Ikit Claw releases a 15ft cone of Warpfire in front of him. Any creature in range must make a DC21 Constitution saving throw, taking 24(4d12) Necrotic damage and an additonal 7(1d12) Acid damage at the start of the creature's turn on a failed save. On a success, the creature takes half damage and takes no additional damage.
Legendary Actions
Ikit Claw can take 3 legendary actions choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Ikit Claw regains all spent legendary actions at the start of his turn.
Storm Daemon. Ikit makes one Storm Daemon attack to a creature within range.
Unlimited power(3 Actions). Ikit immediately recharges his Handheld Warpfire Launcher and attacks with it .
Magic Stealing.(2 Actions) Ikit forces the nearest creature within 60ft of him and access to spellcasting. This creature immediately consumes the lowest level spell slot available. For spell slots 2nd level and higher, the creature targeted must make a DC19 saving throw using their spellcasting ability in order to resist this effect. The DC to resist decreases by 2 for every spell slot above 2nd.(For example a 3rd level spell slot would have a DC17).
Deathmaster Skinch
Deathmaster Snikch is the Chief Assassin and prime agent of Lord Sneek, Lord of Decay and Nightlord of Clan Eshin. His infamy is only exceeded by the mystery which surrounds his whereabouts at any particular time. Lord Sneek ensures that this is the case – as long as no one knows Snikch's location no one can truly feel safe. Deathmaster Snikch has appeared all over the Old World at one time or another, seldom being seen but always leaving his distinctive symbol traced in blood beside the decapitated heads of his victims. No one truly knows what horrors the Deathmaster has perpetrated during his long and mysterious existence. It is only on the battlefield that the Deathmaster's presence can at least be felt, stalking his victims, concealed beneath the magical Cloak of Shadows, its ensorcelled power strong enough to make a mockery of the most intricate defences. Where the stealthy tread of Deathmaster Snikch falls, no prince or warlord is safe from his blades.
Deathmaster Skinch
Medium, Chaotic Evil
- Armor Class 17
- Hit Points 280
- Speed 45ft, 30ft(Climbing)
15 23 18 14 17 17 Str (+2) Dex (+6) Con (+4) Int (+2) Wis (+3) Cha (+3)
- Saving Throws Dexterity+16, Constitution +9
- Skills Stealth+16,Acrobatics+11,Perception+9
- Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical damage
- Damage Immunities Poison
- Senses Darkvison(200ft), Blindsight(120ft)
- Languages Common, Undercommon
- Challenge 16(13,00XP)
Abilities
Weeping Blades. When Skinch has advantage on attack rolls, or a creature has taken at least 20 damage from Skinch, the creature takes a -1 penalty to AC if it is wearing armor. Once AC is reduced to 0 non-magical armor breaks and magical armor no longer benefits from its properties.
Deathmaster. Skinch deals an additional d8 dice of damage for every 20 health the creature is missing.
Expert Eshin Training. Skinch can take the Dodge, Disengage, Dash, or Hide action as a bonus action.
Assassin's training. Skinch deals an additonal 24(8d6) damage of the same type that the weapon causes when Skinch has advantage on attack rolls or an ally is within 5ft of the target. Additionally, Skinch becomes invisible when in dim light or darkness.
Stalk Skinch have advantage on stealth rolls.
Deathmaster's Sigil. As a bonus action Skinch chooses a creature within 60ft that it can see, that creature must succeed on a DC21 Dexterity saving throw or the creature can not move or take reactions for 3 rounds.
Strider Skinch ignores difficult terrain penalties.
Actions
Multiattack. The Skinch makes three Wheeping Blade attacks.
Weeping Blade. Melee Weapon Attack: +11, 5ft, one target. Hit 11(1d8+6) slashing damage.
Whirl of Weeping Blades(Recharge 5-6) As an action, any creature in a 10ft radius of Skinch must make a DC 19 Dexterity saving throw taking 20(5d8) slashing damage on a failed save or half as much on a success.
Legendary Actions
Deathmaster Skinch can take 3 legendary actions choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Deathmaster Skinch regains all spent legendary actions at the start of his turn.
Weeping Blade. Skinch makes one Weeping Blade attack to a creature within range.
Concealment bomb(2 Actions). Skinch drops a bomb releasing smoke in a 15ft radius, 30ft high making the area around himself heavily obscured. .
Critical Weakness.(3 Actions) Skinch looks at a target and focuses his skills and energy on to that target. The next time Skinch hits the creature, that creature must make a DC19 Wisdom saving throw or take double damage from an attack. If a creature hits 0 hitpoints from this ability, the creature dies.
Throt the Unclean
Throt’s status as one of Hell Pit’s most feared Lords is evident from his ability to create and lead to battle vast numbers of bloodthirsty creatures. Exercising more control over his minions than even the most adept Packmaster, it is no surprise that he is a forerunner in advancing Clan Moulder’s status, joining many Skaven battles accompanied by his packs of warbeasts. Whenever Throt personally joins a fight he wields Creature-Killer, a modified things-catcher of his own design that can grab and throttle even beasts the size of a Rat Ogre. Additionally, Throt carries a special whip made from Minotaur hide and cured in Troll digestive juices. Even the hunchbacked and mutated things that scuttle through the warrens of Hell Pit with senses dulled fear its stinging pain.
Throt the Unclean
Medium, Chaotic Evil
- Armor Class 15
- Hit Points 196(18d10+108)
- Speed 30ft
19 12 23 16 15 10 Str (+4) Dex (+1) Con (+6) Int (+3) Wis (+2) Cha (+0)
- Saving Throws Con+11
- Condition Immunities Frightened, Charmed
- Senses Darkvision(60ft), Blindsight(30ft)
- Languages Undercommon, Common
- Challenge 14(11,500)
Abilities
Master Controller. Any ally within 15ft of Throt gains a +2 to AC and Saving throws.
Regeneration. Throt regenerates 20 hitpoints at the start of his turn if he starts his turn with at least 1 hitpoint.
Disgusting Appearance. Any creature that can see Throt must make a DC19 Wisdom Saving throw or be frightened. A creature can repeat this saving throw at the end of their turn to end the frightened condition. A creature that succeeds is immune to Throt's disgusting appearance for 24 hours.
Siege Attacker. Throt deals double damage to structures.
Actions
Multiattack. Throt makes two Longsword attacks, Throt can replace one of these attacks with a Claw attack. If Throt has a creature grappled the weapon attacks of Throt deal an additonal damage dice.
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Longsword. Melee Weapon Attack: +9, 5ft, one target. Hit 10(1d10+4) slashing damage
Claw. Melee Weapon Attack: +9, 5ft, one target. Hit 6(1d4+4) and the target is grappled (escape DC19). Throt can only grapple one creature with its claw and can only target the grappled creature with its claw attack if it is grappling.
Beast Pack(1/day). Throt whips the ground next to him and chooses a point he can see within 60ft causing the ground near that point to rumble. On initiative count 20 (losing Initiative ties), 1d4 Rat Ogres break out from the point chosen immediately moving to the nearest free space from that point. If the nearest space is controlled by a hostile creature, that creature must make a DC17 Strength or Dexterity saving throw, being pushed to the nearest free space and knocked prone on a failure, or not knocked prone on a success. The Rat Ogres then act on their own initiative next round.
Remouldered(2/day). Throt chooses a Clan Moulder monster he can see, that creature regenerates 16 hitpoints at the start of the round in addition to any other regenration or healing, and the creature deals an additional damage dice when the creature attacks. This effect lasts for 1 minute and Throt can't use this ability again until after the creature dies or the effect ends.
Legendary Actions
Throt can take 3 legendary actions choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. Throt regains all spent legendary actions at the start of his turn.
Claw. Throt makes one Claw attack.
Vermin Valor. Throt gains 15 temporary hitpoints, these temporary hitpoints can stack if Throt uses this action again.
PackMaster.(2 Actions) Throt chooses a monstrosity he can see commanding it to move towards a creature of Throt's choice and attack. The creature commanded immediately uses its reaction to carry out this command.
Now
Unleash
The VERMINTIDE
The vermintide is ready and flexible to suit any spot in a campaign that needs a little chaos. Even without the existence of Warhammer locations in your campaign, the best part about the Skaven is that their origins are mysterious. The Skaven are the true pest and now the power is in your hands.
Back Art: Skiorh Covert Art: Klaher Baklahar
Extra Poison spells used were created by gameboy350