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Skaven Stat Blocks

The document contains detailed statistics and descriptions for various Skaven characters, including their abilities, challenges, and actions in a tabletop role-playing game context. Each entry includes information such as armor class, health points, skills, and unique traits. The characters range from low-level Skavenslaves to powerful Grey Seers and Stormvermin, showcasing a variety of combat capabilities and special features.

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Igor Viana
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0% found this document useful (0 votes)
150 views15 pages

Skaven Stat Blocks

The document contains detailed statistics and descriptions for various Skaven characters, including their abilities, challenges, and actions in a tabletop role-playing game context. Each entry includes information such as armor class, health points, skills, and unique traits. The characters range from low-level Skavenslaves to powerful Grey Seers and Stormvermin, showcasing a variety of combat capabilities and special features.

Uploaded by

Igor Viana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

Skavenslave 1

Clanrat 1

Clawleader 2

Sack Rat 2

Plague Monks 3

Grey Seer (Necromancer) 4

Stormvermin 5

Albino Stormvermin 5

Poisoned-Wind Globadier 6

Rat Ogre 7

VARIANT: Rat Ogre Weapons 7

Packmaster 8

Warplock Jezzail 9

Ratling Gunner (WIP) 10

Gutter Runner 11

Skaven Chieftain 11

Skaven Warlord 11

Verminlord 11
Skavenslave Clanrat
Small humanoid, neutral evil Medium humanoid, neutral evil

Armor Class​ 11 Armor Class​ 14 (hide armor)


Health Points​ 5 (1d6+1) Health Points ​11 (2d8+2)
Speed​ 30 ft. Speed ​30 ft.

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)

Skills ​Stealth +6 Skills ​Stealth +6


Senses​ Darkvision 120 ft., Passive Senses ​Darkvision 120 ft., Passive
Perception 9 Perception 9
Languages​ Common, Queekish Languages​ Common, Queekish
Challenge​ 1/8 (25 xp) Challenge ​1/4 (50 XP)

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.

VARIANT: ​Sling. ​Ranged​ ​Weapon Attack:


+4 to hit, range 30/120 ft., one target. Hit: 1
(1d2) bludgeoning 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)

Skills ​Stealth +6 Skills ​Stealth +6


Senses ​Darkvision 120 ft., Passive Senses ​Darkvision 120 ft., Passive
Perception 10 Perception 9
Languages​ Common, Queekish Languages​ Common, Queekish
Challenge ​1/2 (100 XP) Challenge ​1/8 (25 XP)

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.

Saving Throws ​INT +7, WIS +5 Actions


Skills​ Arcana +7, History +7
Damage Resistances​ Necrotic
Withering Touch.​ ​Melee Spell Attack​: +7 to
Senses​ Darkvision 120 ft., Passive
hit, reach 5 ft., one creature.​ Hit:​ 5 (2d4)
Perception 11
necrotic damage.
Languages​ Common, Queekish, and two
other languages
Challenge​ 9 (5,000 XP)

Spellcasting.​ The Grey Seer is a 12th-level


spellcaster. Its spellcasting ability is
Intelligence (spell save DC 15, +7 to hit with
spell attacks). The necromancer has the
following wizard spells prepared:
Cantrips (at will):​ ​chill touch​,​ ​toll the dead​,
mage hand​,​ ​mending
1st level (4 slots):​ ​false life​,*​ ​mage armor​,
ray of sickness​*
2nd level (3 slots):​ ​blindness/deafness​,*​ ​ray
of enfeeblement​,*​ ​web
3rd level (3 slots):​ ​call warp-lightning​**,
bestow curse​,*​ ​vampiric touch​*
4th level (3 slots):​ ​blight​,*​ ​dimension door​,
stoneskin
5th level (2 slots): ​arcane hand​, ​cloudkill
6th level (1 slot):​ ​circle of death​*
*Necromancy spell of 1st level or higher
**Use necrotic instead of lightning damage
Grim Harvest (1/Turn).​ When necromancer
kills a creature that is neither a construct nor
undead with a spell of 1st level or higher,
the necromancer regains hit points equal to

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)

Skills ​Athletics +4 Saving Throws ​STR +7, DEX +5, CON +6


Senses ​Darkvision 120 ft., Passive Skills ​Athletics +7, Intimidation +5
Perception 10 Senses ​Darkvision 120 ft., Passive
Languages​ Common, Queekish Perception 11
Challenge ​3 (700 XP) Languages​ Can understand Common, and
Queekish, but cannot speak.
Sunlight Sensitivity.​ ​While in sunlight, the Challenge ​6 (2,900 XP)
stormvermin has disadvantage on attack
rolls, as well as on Wisdom (Perception) Brave. T ​ he albino stormvermin has
checks that rely on sight. advantage on saving throws against being
Pack tactics. T ​ he stormvermin has frightened.
advantage on an attack roll against a Relentless (Recharges after a Short or
creature if at least one of the stormvermin’s Long Rest).​ If the albino stormvermin takes
allies is within 5 feet of the creature and the 16 damage or less that would reduce it to 0
ally isn't incapacitated. hit points, it is reduced to 1 hit point instead.
Keen Smell. T ​ he stormvermin has Sunlight Sensitivity.​ ​While in sunlight, the
advantage on Wisdom (Perception) checks stormvermin has disadvantage on attack
that rely on smell. rolls, as well as on Wisdom (Perception)
Scurry Away! T ​ he stormvermin can take checks that rely on sight.
the Dash action as a bonus action only to Pack tactics. T ​ he stormvermin has
escape from danger. advantage on an attack roll against a
creature if at least one of the stormvermin’s
Actions allies is within 5 feet of the creature and the
ally isn't incapacitated.
Keen Smell. T ​ he stormvermin has
Multiattack. T​ he stormvermin makes two
advantage on Wisdom (Perception) checks
attacks with their glaive.
that rely on smell.
​ elee Weapon Attack: ​+4 to hit,
Glaive. M
reach 10 ft., one target. ​Hit​: 8 (1d10 + 2)
slashing damage. Actions

​ he albino stormvermin makes


Multiattack. T
three attacks with their longsword.
5
Longsword. ​Melee Weapon Attack: + ​ 7 to Actions
hit, reach 5 ft., one target. ​Hit:​ 8 (1d8 + 4)
slashing damage. Shortsword.​ ​ ​Melee Weapon Attack: + ​ 5 to
Shield Bash. M ​ elee Weapon Attack: +7 to hit, reach 5 ft., one target. ​Hit:​ 5 (1d6+2)
hit, reach 5 ft., one creature. ​Hit:​ 9 (2d4 + 4) piercing damage.
bludgeoning damage. If the target is a Poison Globe.​ The poisoned-wind
Medium or smaller creature, it must globadier can throw poison glass globe to a
succeed on a DC 15 Strength saving throw point up to 60 feet away. Each creature
or be knocked​ ​prone​. within 5 feet of that point must succeed on a
DC 14 Dexterity saving throw or take 10
Poisoned-Wind Globadier (3d6) poison damage, or half as much
Medium humanoid, neutral evil damage on a successful one.
Cloudkill Globe (1/short or long rest).
Armor Class​ 13 (Leather armor) The poisoned-wind globadier can launch a
Health Points​ 45 (6d8+18) glass globe, up to 120 ft. away, with a
Speed​ 30 ft. mechanical launcher that must be fixed after
each use. This globe is enchanted with a
STR​ 12 (+1), ​DEX ​15 (+2), ​CON ​16 (+3), 5th level ​cloudkill​ spell (Save DC 14)
INT ​10 (+0), ​WIS ​10 (+0), ​CHA ​9 (-1)

Damage Immunities ​Poison


Condition Immunities ​Poisoned
Senses ​Darkvision 120 ft., Passive
Perception 10
Languages​ Common, Queekish
Challenge​ 5 (1,800 XP)

Sunlight Sensitivity.​ ​While in sunlight, the


poisoned-wind globadier has disadvantage
on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Pack tactics. T ​ he poisoned-wind globadier
has advantage on an attack roll against a
creature if at least one of the stormvermin’s
allies is within 5 feet of the creature and the
ally isn't incapacitated.
Scurry Away! T ​ he poisoned-wind globadier
can take the Dash action as a bonus action
only to escape from danger
.

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.

7
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)

Sunlight Sensitivity.​ ​While in sunlight, the


packmaster has disadvantage on attack
rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Pack tactics. T ​ he packmaster has
advantage on an attack roll against a
creature if at least one of the packmaster’s
allies is within 5 feet of the creature and the
ally isn't incapacitated.
Keen Smell. T ​ he packmaster has
advantage on Wisdom (Perception) checks
that rely on smell.
Scurry Away! ​The packmaster can take the
Dash action as a bonus action only to
escape from danger.
Grappler.​ The packmaster has advantage
on Charisma (Intimidation) checks against
any creature​ ​grappled​ by it.

Actions

Multiattack.​ The packmaster makes two


attacks: one with it’s whip and one with it’s
shortsword.

8
Warplock Jezzail jezzail three-quarters cover against attacks
Medium humanoid, neutral evil and effects from in front of it.

Armor Class ​12 (17 with ​Portable Cover.​) Actions


Hit Points​ 16 (3d8+3)
Speed 30 ft.
Skaven Heavy Rifle.​ ​Ranged weapon
attack:​ +4 to hit, range 400/2,000 ft., one
STR ​9 (-1), ​DEX ​15 (+2), ​CON ​13 (+1),
target. ​Hit​: 13 (3d8) piercing plus 10 (3d6)
INT ​12 (+1), ​WIS ​11 (+0), ​CHA ​9 (-1)
necrotic damage. If the skaven heavy rifle
misfires the turn after being repaired then it
Skills ​Tinker’s Tools +3, Stealth +6
catastrophically fails in a bright emerald
Senses ​Darkvision 120 ft., Passive
green explosion dealing 10 (3d6) force
Perception 10
damage plus 7 (2d6) necrotic damage in a 5
Languages​ Common, Queekish
ft. cube centered on it’s wielder. Misfire 5.
Challenge ​3 (700 XP)
Repair.​ I​ f the skaven heavy rifle misfires
then the warplock jezzail can as a bonus
Sunlight Sensitivity.​ ​While in sunlight, the
action attempt to repair it using a Tinker’s
warplock jezzail has disadvantage on attack
Tools check (DC 13)
rolls, as well as on Wisdom (Perception)
Shortsword.​ ​ ​Melee Weapon Attack: + ​ 4 to
checks that rely on sight.
hit, reach 5 ft., one target. ​Hit:​ 5 (1d6+2)
Pack tactics. T ​ he warplock jezzail has
piercing damage.
advantage on an attack roll against a
Get Down! T ​ he warplock jezzail can hunker
creature if at least one of the stormvermin’s
down and use the pavise shield granted by
allies is within 5 feet of the creature and the
Portable Cover​ t​ o have total cover from
ally isn't incapacitated.
attacks and effects in front of it.
Keen Smell. T ​ he warplock jezzail has
advantage on Wisdom (Perception) checks
that rely on smell.
Scurry Away! ​The warplock jezzail can
take the Dash action as a bonus action only
to escape from danger.
Ambusher.​ The warplock jezzail has
advantage on attack rolls against any
creature it has surprised.
Sharpshooter. ​Warplock jezzail ranged
weapon attacks ignore half cover and
three-quarters cover when shooting with a
skaven heavy rifle.
Portable Cover. ​Wherever the warplock
jezzail goes a ​c​lanrat​ follows with a large
pavise shield. This gives the warplock

9
Ratling Gunners (Weapons or take the weapon’s normal damage. This
action uses ten pieces of ammunition.
Team?) (WIP)
Medium humanoid, neutral evil

Armor Class ​15 (Chain mail)


Hit Points​ 78 (12d8 + 24)
Speed ​30 ft.
STR​ 13 (+1), ​DEX ​15 (+2), ​CON ​14 (+2),
INT ​10 (+0), ​WIS ​10 (+0), ​CHA ​9 (-1)

Senses ​Darkvision 120 ft., Passive


Perception 10
Languages​ Common, Queekish
Challenge ​?

Sunlight Sensitivity.​ ​While in sunlight, the


ratling gunner has disadvantage on attack
rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Pack tactics. T ​ he ratling gunner has
advantage on an attack roll against a
creature if at least one of the stormvermin’s
allies is within 5 feet of the creature and the
ally isn't incapacitated.
Keen Smell. T ​ he ratling gunner has
advantage on Wisdom (Perception) checks
that rely on smell.
Scurry Away! ​The ratling gunner can take
the Dash action as a bonus action only to
escape from danger.
It Takes Two-Two. ​Due to the cumbersome
nature of these heavy weapons there are
two operators.

Actions

Burst Fire.​ The ratling gunner can spray a


20-foot-cube area within normal range with
shots. Each creature in the area must
succeed on a DC 15 Dexterity saving throw

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.

11
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

12
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

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supplants the current Warlord, often eating
him in the process

Verminlord​: ​A Verminlord is the supreme


manifestation of the skaven's sole daemonic
deity, the Horned Rat. These daemons are
by far the strongest and most fearsome the
Under-Empire has ever known. The
Verminlords are thought to be the daemonic
forms of ancient Lords of Decay, warped by
the influence of the Horned Rat into his
immortal servants. A Verminlord is at once
majestic and disgusting, a living icon of ruin,
the ultimate scavenger. Although such a
being towers in height, it is lithe and quick,
its movements evoking the fluid, yet twitchy,
scuttling of rats.

Language​: The language of the Skaven,


Queekish, is a chittering and hasty speech.
Skaven dialogue is often littered with a
hodgepodge of rapid squeaks and trills.
Queekish words are short, clipped, and
often repeated several times in a row in an
effort to add emphasis to statements. Due
to the speed with which Queekish is
spoken, long sentences are often broken up
into several fragments. As such, these
fragmentary sentences must be pieced
together to form coherent thoughts,
especially during long stretches of dialogue.
The written form of Queekish consists of
several thousand pictograms, each
representing a single word or concept. Most
Skaven know the most important
pictograms, while only a few can recite them
all. As new discoveries are made, new
pictograms are devised. Many are so similar
as to be indistinguishable to the untrained
eye. Writing is accomplished by the use of a
sharpened stylus or an extended claw.

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