Skaven Stat Blocks
Skaven Stat Blocks
Skavenslave 1
Clanrat 1
Clawleader 2
Sack Rat 2
Plague Monks 3
Stormvermin 5
Albino Stormvermin 5
Poisoned-Wind Globadier 6
Rat Ogre 7
Packmaster 8
Warplock Jezzail 9
Gutter Runner 11
Skaven Chieftain 11
Skaven Warlord 11
Verminlord 11
Skavenslave Clanrat
Small humanoid, neutral evil Medium humanoid, neutral evil
STR 8 (-1), DEX 14 (+2), CON 12 (+1), STR 9 (-1), DEX 15 (+2), CON 13 (+1),
INT 7 (-2), WIS 8 (-1), CHA 6 (-2) INT 8 (-1), WIS 9 (-1), CHA 7 (-2)
Sunlight Sensitivity. While in sunlight, the Sunlight Sensitivity. While in sunlight, the
skavenslave has disadvantage on attack clanrat has disadvantage on attack rolls, as
rolls, as well as on Wisdom (Perception) well as on Wisdom (Perception) checks that
checks that rely on sight. rely on sight.
Pack tactics. T he skavenslave has Pack tactics. The clanrat has advantage on
advantage on an attack roll against a an attack roll against a creature if at least
creature if at least one of the skavenslaves’ one of the clanrat’s allies is within 5 feet of
allies is within 5 feet of the creature and the the creature and the ally isn't incapacitated.
ally isn't incapacitated. Keen Smell. The clanrat has advantage on
Keen Smell. T he skavenslave has Wisdom (Perception) checks that rely on
advantage on Wisdom (Perception) checks smell.
that rely on smell. Scurry Away! The clanrat can take the
Scurry Away! T he skavenslave can take Dash action as a bonus action only to
the Dash action as a bonus action only to escape from danger.
escape from danger.
Actions
Actions
Shortsword. Melee Weapon Attack: + 4 to
Improvised Weapon. Melee Weapon
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Attack: +4 to hit, reach 5 ft., one target. Hit:
piercing damage.
1 b/p/s damage.
1
Clawleader Sack Rat
Medium humanoid, neutral evil Medium humanoid, neutral evil
Armor Class 17 (chain shirt + shield) Armor Class 15 (chain shirt)
Health Points 16 (3d8+3) Health Points 16 (3d8+3)
Speed 30 ft. Speed 30 ft.
STR 9 (-1), DEX 15 (+2), CON 13 (+1), STR 9 (-1), DEX 15 (+2), CON 13 (+1),
INT 10 (+0), WIS 11 (+0), CHA 9 (-1) INT 10 (+0), WIS 11 (+0), CHA 9 (-1)
Sunlight Sensitivity. While in sunlight, the Sunlight Sensitivity. While in sunlight, the
clawleader has disadvantage on attack rolls, sack rat has disadvantage on attack rolls,
as well as on Wisdom (Perception) checks as well as on Wisdom (Perception) checks
that rely on sight. that rely on sight.
Pack tactics. T he clawleader has Pack tactics. The sack rat has advantage
advantage on an attack roll against a on an attack roll against a creature if at least
creature if at least one of the clawleader’s one of the skavenslaves’ allies is within 5
allies is within 5 feet of the creature and the feet of the creature and the ally isn't
ally isn't incapacitated. incapacitated.
Keen Smell. T he clawleader has advantage Keen Smell. The sack rat has advantage
on Wisdom (Perception) checks that rely on on Wisdom (Perception) checks that rely on
smell. smell.
Scurry Away! T he clawleader can take the Scurry Away! The sack rat can take the
Dash action as a bonus action only to Dash action as a bonus action only to
escape from danger. escape from danger.
Sneak-Stealth. The sack rat can take the
Hide action as a bonus action.
Actions
Actions
Shortsword. Melee Weapon Attack: + 4 to
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage Claws. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 1 (1d4 - 1)
Bite. Melee Weapon Attack: +3 to hit, reach slashing damage.
5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.
2
Plague Monks Actions
Medium humanoid, neutral evil
Multiattack. The plague monk makes four
Armor Class 13 shortsword attacks if it has both arms, or
Hit Points 52 (7d8+21) two if it loses one arm.
Speed 30 ft. Shortswords. Melee Weapon Attack: + 5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
STR 12 (+1), DEX 16 (+3), CON 17 (+3), piercing damage.
INT 9 (-1), WIS 11 (+0), CHA 12 (+1) Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing
Damage Resistance Poison damage.
Condition Immunities Poisoned, Diseased
Senses Darkvision 120 ft., Passive VARIANT: Plague
Perception 10
Censer-Bearer
Languages Common, Queekish
A plague censer-bearer has a challenge
Challenge 3 (700 XP)
rating of 5 (1,800 XP). It has the same
statistics as a plague monk except that the
Reckless. At the start of its turn, the plague
shortswords are replaced with a magic
monk can gain advantage on all melee
plague-censer that is enchanted with
weapon attack rolls during that turn, but
contagion.
attack rolls against it have advantage until
the start of its next turn.
Magic Weapon. The plague censer-bearers
Persistent Pestilence. If damage reduces
weapon attacks are magical.
the plague monk to 0 hit points, it must
Multiattack. The plague censer-bearer
make a Constitution saving throw with a DC
makes three plague censer attacks.
of 5 + the damage taken, unless the
Plague Censer. Melee Weapon Attack: + 6
damage is from a critical hit. On a success,
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
the plague monk drops to 1 hit point
bludgeoning damage plus 14 (4d6) poison
instead, and loses use of a limb. Roll 1d6 if
damage.
it’s odd then the plague monk loses use of
Virulent Strain (recharge 5-6). If a melee
one arm; If it’s even then they lose use of
attack from the plague censer hits, and the
one leg. (See Lingering Injuries DMG
target is a creature, the plague
pg.272)
censer-bearer can choose to apply
Sunlight Sensitivity. While in sunlight,
contagion (save DC 15).
plague monks have disadvantage on attack
rolls, as well as on Wisdom (Perception)
checks that rely on sight.
3
Grey Seer (Necromancer) twice the spell’s level, or three times if it is a
Medium humanoid, neutral evil necromancy spell.
Sunlight Sensitivity. While in sunlight,
Armor Class 12 (15 With Mage Armor) skaven have disadvantage on attack rolls,
Hit Points 66 (12d8 + 12) as well as on Wisdom (Perception) checks
Speed 30 ft. that rely on sight.
Scurry Away! The grey seer can take the
STR 9 (-1), DEX 15 (+2), CON 12 (+1), INT Dash action as a bonus action only to
17 (+3), WIS 12 (+1), CHA 14 (+2) escape from danger.
4
Stormvermin Albino Stormvermin
Medium humanoid, neutral evil Medium humanoid, neutral evil
Armor Class 17 (Half Plate) Armor Class 19 (Half Plate + shield)
Hit Points 39 (6d8 + 12) Hit Points 112 (15d8 + 45)
Speed 30 ft. Speed 30 ft.
STR 15 (+2), DEX 14 (+2), CON 15 (+2), STR 18 (+4), DEX 15 (+2), CON 16 (+3),
INT 10 (+0), WIS 10 (+0), CHA 12 (+1) INT 10 (+0), WIS 12 (+1), CHA 15 (+2)
6
Rat Ogre Actions
Large monstrosity, unalined
Multiattack. The rat ogre makes two slam
Armor Class 11 attacks.
Health Points 126 (12d10+48) Slam. Melee Weapon Attack: +7 to hit,
Speed 40 ft reach 5 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage
STR 20 (+5), DEX 13 (+1), CON 19 (+4),
INT 2 (-4), WIS 7 (-2), CHA 7 (-2)
VARIANT: Rat Ogre Weapons
Senses Darkvision 60 ft., Passive Rat ogres are the chassis for many of the
Perception 8 skaven’s monstrous creations. Some have
Languages -- hands to whole arms replaced with grafted
Challenge 4 (1,100 XP) blades, or warpstone claws. Though they
are mutilated the stats are the same except
Aggressive. As a bonus action, the rat ogre the damage they deal. These replace the
can move up to its speed toward a hostile slam attack
creature that it can see. Grafted Blade. Melee Weapon Attack: +8
Berserk. W henever the rat ogre starts its to hit, reach 5 ft., one target. Hit: 19 (4d6 +
turn with 60 hit points or fewer, roll a d6. On 5) slashing damage. Change to challenge
a 5-6, the rat ogre goes berserk. On each of rating 5 (1,800 XP).
its turns while berserk, the rat ogre attacks Grafted Warpstone Claws. Melee Weapon
the nearest creature it can see. If no Attack: +8 to hit, reach 5 ft., one target. Hit:
creature is near enough to move to and 19 (4d6 + 5) slashing damage plus 7 (2d6)
attack, the rat ogre attacks an object, with necrotic damage. Change to challenge
preference for an object smaller than itself. rating 6 (2,300 XP).
Once the rat ogre goes berserk, it continues
to do so until it is killed or regains all its hit VARIANT: Stormfiend (WIP)
points. ● Duel Warpfire throwers.
The rat ogre's packmaster, if within 60 feet ● Duel Ratling guns.
of the berserk rat ogre, can try to subdue it ● Two brains.
through whistles, yells and whip cracks. The ● Secondary brain located on the back
rat ogre must be able to hear its to control heavy weapons.
packmaster, who must take an action to ● Tends to be heavier armored.
make a DC 15 Charisma (Intimidation)
check. If the check succeeds, the rat ogre
ceases being berserk. If it takes damage
while still at 60 hit points or fewer, the rat
ogre might go berserk again.
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Packmaster Shortsword. Melee Weapon Attack: + 4 to
Medium humanoid, neutral evil hit, reach 5 ft., one target. Hit: 5 (1d6+2)
piercing damage.
Armor Class 16 (breastplate) Whip. Melee Weapon Attack: +4 to hit,
Hit Points 37 (5d8 + 12) reach 10 ft., one target. Hit: 6 (2d4+2)
Speed 30 ft. slashing damage. If the target is a Large or
smaller creature, it is grappled (escape DC
STR 15 (+2), DEX 15 (+2), CON 16 (+3), 15). Until this grapple ends, the target is
INT 8 (-1), WIS 10 (+0), CHA 16 (+3) restrained, and the packmaster can’t use his
whip on another target. If this attack is a
Skills Intimidation +5 critical hit, the target also can’t breathe or
Senses Darkvision 120 ft., Passive speak until the grapple ends.
Perception 10
Languages Common, Queekish
Challenge 2 (450 XP)
Actions
8
Warplock Jezzail jezzail three-quarters cover against attacks
Medium humanoid, neutral evil and effects from in front of it.
9
Ratling Gunners (Weapons or take the weapon’s normal damage. This
action uses ten pieces of ammunition.
Team?) (WIP)
Medium humanoid, neutral evil
Actions
10
Gutter Runner
See Assassin (MM pg.343) + Keen Smell,
arkvision 120 ft.
Sunlight Sensitivity. D
Hell-Pit Abomination
WIP
Skaven Chieftain
See Champion (VOLO pg.212) + Scurry
Away!, Keen Smell, Sunlight Sensitivity.
Darkvision 120 ft.
Skaven Warlord
See Warlord (VOLO pg.220) + Scurry
Away!, Keen Smell, Sunlight Sensitivity.
Darkvision 120 ft.
Verminlord
See Pit Fiend (MM pg.77) + 0 ft. fly speed.
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Skavenslave: The lowest of the low in the dominion over his own clanrat troops.
Skaven hierarchy, skavenslaves perform Though they are more experienced and
the most menial and dangerous tasks, and better able to wage war than their
constantly face the threat of being devoured subordinates, most clawleaders compare
by their kin. In battle, they are deployed unfavourably to stormvermin.
without thought for survival, without armour
and decent weaponry. Skaven are covetous Sack Rat: Among the Clawpacks of warrior
creatures, and see little sense in wasting vermin there are reportedly Skaven agents
precious resource on such wretched, carrying large sacks and seemingly acting
disposable beings. Skavenslaves attack in independently from the invading force. They
great numbers, called to the fray by battle scour the town for valuables, most likely on
horn, or goaded into ambush of an unwary orders from an enterprising chieftain or
foe. They strike with desperation, as afraid warlord, pouncing on the opportunity to
of their masters’ whips as the bite of their expand their influence.
enemies’ blades. Many a lone hero has
perished to such wretches, dragged down Plague Monks: Of all the Horned Rat’s
by the frantic multitude. children, Plague Monks are undeniably the
foulest. Zealots dedicated to the spread of
Clanrat: The clanrat forms the mainstay of corruption and decay, they are recognisable
the Skaven army, a man-shaped mass of through their ragged, soiled garments and a
filthy matted fur, and weeping lesions putrid stench that fogs the surrounding air.
topped with glowing red eyes and Plague Monks are zealots, and hurl
chisel-teeth. They are the embodiment of themselves into the fray without thought for
debasement, the nobility of mankind their own lives. So scarred and swollen
stripped bare, leaving only base appetite have their bodies become that pain is a
and cunning. distant memory, held at bay by diseases yet
Armed with scavenged weapons and clad in gnawing at their flesh, and calluses
rusting, patchwork armour, lone clanrats are hardened into knotted lumps of flesh. Only
little threat to a seasoned warrior. Even death can still their fanatical ardour.
small groups can be overcome if hearts
remain stout and purpose undaunted, for Rat Ogres: are massive hulking
they lack the discipline for shield-walls or monstrosities that represents the very
similar defences. clanrats’ true strength lies pinnacle of Clan Moulder ingenuity, a lethal
in overwhelming numbers, in a tide of killing-machine beast that combines the
shrieking, stabbing vermin given courage by inhumane reflexes of a Skaven with the
the verminous press of bodies. They scurry brawn and size of an Ogre. Though many
from hidden tunnels and concealing would be mistaken otherwise, Rat Ogres
shadows, fighting with desperate ferocity are not a separate breed of the Skaven
until their ranks are broken, and their race, rather Rat Ogres are creatures born
courage fails alongside. from the fusion of crossbreeding different
types of horrific creatures with Skaven
Clawleader: Senior clanrats are known as blood, and surgically augmenting what is left
clawleaders, and each one is given
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warrior is often able to overcome a lone
Packmaster: The trainers and handlers of stormvermin by focusing his blows where
Clan Moulder's various warbeast and the armour is weak. Alas, stormvermin
hulking monstrosities. These specially seldom attack alone, and placing a
trained Skaven are experts at goading their precision strike is all the harder when
charges - ferocious, half-mad creatures who surrounded by a shrieking mass of clanrats.
can turn and attack with no warning. For this
reason, Packmasters are themselves cagey Albino Stormvermin: The Albino
and fierce warriors or, if they are not, they Stormvermin are one of the greatest and
quickly end up as another meal for their most disciplined military force within the
merciless packs. Under-Empire, taken from birth due to their
albino coloration and trained by the Council
Warplock Jezzail: Specialized teams of of Thirteen to be near incorruptible and loyal
marksmen that bear weaponry of the same bodyguards and warriors. These warriors
name. The weapons that they are named are some of the best the Council has to
after are long-barreled muskets that require offer, and serve as a symbol of power and
a team of two skaven to fire and reload. prestige to those that have them as their
This is because the rifle the marksmen team bodyguards, for it would mean that the
uses is extraordinarily long. Aided by its Skaven holds sway to the Council's favor.
tremendous length, a Warplock Jezzail is These warriors are as large as any Warlord,
capable of hitting targets at a distance but possess a near alien level of obedience
greater than conventional bows or black and loyalty to those they protect. One of
powder firearms. Once the rifle is fired, the their most known characteristics is that they
weapon unleashes a single bullet made are mute, perhaps as a way to ensure that
entirely of refined toxic warpstone at such should one of their numbers defect, they will
velocity that it strikes with a force capable of not be able to compromise Council secrets.
penetrating through even the thickest of
armors. Skaven Warlord: S kaven Warlords are the
ruthless and tyrannical rulers of the Skaven
Stormvermin: Stormvermin are the fighting Clans, large and powerfully built warriors
elite of the Skaven clans, marked out by that command the utmost respect by sheer
crested helms, banded armour and rich red physical prowess, ruthless tyranny, and
robes. Where other Skaven wield inhumane cruelty. Within the unstable
scavenged weapons, stormvermin train in hierarchy of the Warlord Clans, to hold the
the use of heavy halberds, a single strike of title of Warlord is to rule supreme. There is
which can slice through armour to the flesh no passing of the torch from generation to
and bone beneath. Granted bravado by generations. Leadership must be taken by
their warrior’s status, stormvermin seldom force. To gain power, a Warlord must seize
shrink from the prospect of battle. Relying control, proving himself a top fighter and a
on armour to preserve them from harm, they devious adversary. Such a coup either ends
attack unceasingly, using the halberds in failure and certain death at the hands of
weight to batter aside the foe’s defences the existing ruler, or the new leader
before landing a killing blow. A quick-witted
13
supplants the current Warlord, often eating
him in the process
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