Skaven Units Part 1 (Palautettu)

Skaven Units Part 1

Table of Contents:

Any Clan

Skaven Slaves-pg 

Clanrats-pg 

Eshin Clans

Night Runner-pg 

Gutter Runner-pg 

Assassin-pg 

Deathmaster-pg

Verminlord Deceiver-pg

Skyre Clans

Poisoned Wind Globadier-pg

Weapon Team-pg 

Marksmen- pg 

Warlock Engineer-pg

Warpcraft Artificer-pg 

Pestilence Clans

Plague Monk-pg

Plague Censer Bearer-pg

Plague Priest-pg

Plague Prophet-pg

Verminlord Corruptor-pg

Verminus Clans

Stormvermin-pg 

Stormvermin Captain-pg 

Chieftain-pg 

Warlord-pg

Verminlord Warbringer-pg

Mounder Clans

Giant Rats (See monster Manual)

Packmaster-pg

Master Moulder-pg

Rat Ogres-pg 

Hell Pit Abomination-pg 

Grey Seers

Acolyte-pg

Grey Seer-pg

Master Seer-pg

Verminlord Warpseer-pg

Verminlord Master-pg

Skaven Slaves

Medium Humanoid (Skaven), Neutral Evil

AC: 12

HP: 14 (3d8+0)

Speed: 40 ft

   StrDexConInt     Wis Cha

12(+1)        14(+2)          10(+0)          8(-1)       10(+0)       6(-2)

Skills: Survival +2

Senses: Darkvision 60ft, passive perception 13

Languages: Queekish

CR: ?  (50 xp)                                                                                .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target. 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, 5 ft reach, one target, 5 (1d6+2) piercing damage. 

Slings. Ranged Weapon Attack: +4 to hit, range 30/120, one target, 4 (1d4+2) bludgeoning damage.

Skaven Clanrats

Medium Humanoids (Skaven), Neutral Evil. 

AC: 13(Shield)

HP: 22 (4d8+4)

Speed: 40 ft

   StrDexConInt     Wis Cha

16(+3)        12(+1)          12(+1)          9(+0)       11(+1)       6(-2)

Skills: Perception +3, Survival +3.

Senses: Darkvision 60ft, passive perception 14

Languages: Queekish.

CR: ? (100 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Actions

Longsword. Melee Weapon Attack: +5 to hit, 5ft reach, one target, 7 (1d8+3) slashing damage

Skaven Night Runners

Medium Humanoid (Skaven, Clan Eshin), Neutral Evil. 

AC: 14 (Leather Armor)

HP: 17 (3d8+3)

Speed: 40 ft

 StrDexConInt     Wis Cha

14(+2)        16(+3)         12(+1)        11(+1)      13(+2)      6(-2)

Skills: Sneak +5, Perception +4, Survival +4

Senses: Darkvision 80ft, Passive Perception 15

Languages: Queekish

CR: 1 (100 xp)                                                                            .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Surprise Attack: If creature is surprised and hit with an attack in the 1st round of combat, the target takes 7 (2d6) extra damage

Actions

Shortsword. Melee Weapon Attack: +5 to hit, 5ft reach, one target, 6 (1d6+3) piercing damage, and target must make a DC 13 constitution throw, taking 3 (1d6) poison damage on a failed save or half as much on a successful one. 

Sling. Ranged Weapon Attack: +5 to hit, range 30/120, one target, 5 (1d4+3) bludgeoning damage. 

Skaven Gutter Runners

Medium Humanoid (Skaven, Clan Eshin), Neutral Evil

AC: 15 (Leather armor)

HP: 53 (10d8+10)

Speed: 50ft

 StrDexConInt     Wis Cha

14(+2)        18(+4)         12(+1)        13(+2)      15(+3)      8(-1)

Skills: Sneak +7, Perception +5, Survival +5

Senses: Darkvision 80ft, Passive Perception 16

Languages: Queekish, Undercommon. 

CR: 6 (2300)                                                                                    .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Surprise Attack: If creature is surprised and hit with an attack in the 1st round of combat, target takes 7 (2d6) extra damage

Actions:

Multiattack: A gutter runner can make 2 attacks with its warpstone claws or 2 attacks with its throwing knives. 

Warpstone Fighting Claws.Melee Weapon Attack:  +7 to hit, 5ft reach, one target, 9 (2d4+5) slashing damage, and 6 (2d6) Necrotic damage.

Throwing Knives. Ranged Weapon Attack.  +7 to hit, range 30/90, one target, 7 (1d3+5) Piercing damage, and target must make a DC 15 constitution throw, taking 8 (2d8) poison damage on a failed save or half as much on a successful one. 

Skaven Assassin

Medium Humanoid (Skaven, Clan Eshin), Neutral Evil

AC: 16 (Leather armor)

HP: 87 (14d8+28)

Speed: 60ft

 StrDexConInt     Wis Cha

14(+2)        20(+5)         14(+2)        15(+3)      18(+4)      12(+1)

Skills: Sneak +9, Acrobatics +9, Perception +8, Survival +8, 

Senses: Darkvision 80ft, Passive Perception 17

Languages: Queekish, Undercommon, Common, Elven, Dwarven. 

CR: 8 (3900)                                                                                    .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Improved Surprise Attack: If creature is surprised and hit with an attack in the 1st round of combat, target takes 14 (4d6) extra damage

Actions:

Multiattack: A Skaven Assassin can make three attacks with its Throwing Stars or one attack with its Weeping Blades and one with its Weeping dagger.

Weeping Blade: Melee Weapon Attack +8 to hit, 5 ft reach, one target,  13 (2d6+5) slashing damage, and the target must make a DC 16 constitution throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one.

Weeping Dagger: Melee Weapon Attack +8 to hit, 10 ft reach, one target, 8 (1d4+5) piercing damage, and the target must make a DC 16 constitution throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one.

Throwing Stars: Ranged Weapon Attack +8 to hit, range 40/120, 6 (1+5) Piercing Damage, and the target must make a DC 16 constitution throw, taking 13 (3d8) poison damage on a failed save or half as much on a successful one.

Smoke Bomb: The assassin drops a small explosive that fills a 15 ft area with thick, black smoke. The smoke obscures all sight within the affected area. The smoke can be blown away by a wind in excess of 15 km/h. 

Without A Trace: As an action, if the assassin completely hidden from the view of any hostile creatures, it can use an action to use the Dimension Door spell on itself. 

Skaven Weapon Team

Medium Humanoids (Skaven), Neutral Evil. 

AC: 14 (Studded leather)

HP: 44 (8d8+8)

Speed: 30 ft

   StrDexConInt     Wis Cha

14(+2)        14(+2)          12(+1)          9(+0)       11(+1)       6(-2)

Skills: Perception +3, Survival +3.

Senses: Darkvision 60ft, passive perception 14

Languages: Queekish.

CR: 4 (1100 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Team Weapon: When you use this creature, you must choose 1 of the below attacks for it to use. It can only ever use that attack, and the short swords. 

Actions

Short Swords. Melee Weapon Attack: +5 to hit, 5ft reach, one target, 9 (2d6+3) piercing damage

Rattling gun: this weapon fires warpstone bullets in a line 60 feet long and 5 wide. Each creature in that line makes a DC 13 dex saving throw, taking  21 (7d6) Piercing damage and 14 (7d4) necrotic damage on a failed save, or half that on a successful one. 

Warpfire Thrower: This weapon shoots a 30 ft cone of warpfire. Each creature in that area must make a DC 13 Dex saving throw, taking 18 (6d6) Fire damage and 16 (8d4) necrotic damage on a failed save, or half that on a success. 

Poisoned Wind Mortar: This weapon shoots a warpstone-gas filled projectile up to 150 feet. Where it hits, it creates a 30 ft cloud of poison gas. Creatures that pass through this area must make a DC 13 Con save, taking 24 (8d6) Acid Damage and 12 (6d4) Necrotic damage on a failed save, and half that on a success. 

Skaven Marksmen

Medium Humanoids (Skaven), Neutral Evil. 

AC: 13

HP: 22 (4d8+4)

Speed: 40 ft

   StrDexConInt     Wis Cha

12(+1)       18(+4)          12(+1)          12(+1)      16(+3)      6(-2)

Skills: Perception +6, Survival +6.

Senses: Darkvision 60ft, passive perception 14

Languages: Queekish.

CR: 6 (2300 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Stable Platform: The Marksman gets advantage on attack rolls with it’s Jezail if it is standing behind its shield stand. 

Actions

Warplock Jezzail. Ranged Weapon Attack: +7 to hit, range 300/1200, one target. Hit: 23 (4d10+3) piercing damage, and the target must make a DC 15 Constitution save. On a failed save, take 18 (6d6) necrotic damage, or half that on a passed save. 

Dagger. Melee Weapon Attack: +6 to hit, 5ft reach, one target. Hit: 5 (1d4+3) Piercing damage. 

Deploy Shield Stand: The Marksman can use its action to deploy a waist-high shield made of reinforced wood that has a built-in rest for his rifle. The Shield counts as half cover. 

Loot: Warplock Jezzail: 4d12 piercing damage, 300-1200 rng, dc 14 con save, 6d6 necrotic damage. Heavy, two handed, loading, ammunition (Warpstone slugs).

Skaven Stormvermin

Medium Humanoids (Skaven), Neutral Evil. 

AC: 14 (Ring Mail)

HP: 45 (6d8+18)

Speed: 30 ft

   StrDexConInt     Wis   Cha

16(+3)        14(+2)          16(+3)        11(+1)      14(+2)       10(+0)

Skills: Perception +5, Survival +5, Intimidation +2.

Senses: Darkvision 60ft, passive perception 16

Languages: Queekish, Undercommon.

CR: 3 (700 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Martial Advantage: Once Per turn, Stormvermin can deal 7 (2d6) extra damage to a creature it hits w/ a weapon attack if an concious ally is within 5 ft of the target.

Actions

Multiattack: A Stormvermin can make 2 Halberd Attacks. 

Halberd. Melee Weapon Attack: +5 to hit, 10ft reach, one target. Hit 8 (1d10+3) Slashing damage. 

Skaven Stormvermin Champion

Medium Humanoids (Skaven), Neutral Evil. 

AC: 16 (Ring Mail+Shield)

HP:  105 (14d8+42)

Speed: 30 ft

   StrDexConInt     Wis   Cha

18(+4)        14(+2)          16(+3)        13(+2)      15(+3)       12(+1)

Skills: Perception +7, Survival +7, Intimidation +4.

Senses: Darkvision 60ft, passive perception 16

Languages: Queekish, Undercommon, Common.

CR: 8 (3900 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Martial Advantage: Once Per turn, Stormvermin can deal 7 (2d6) extra damage to a creature it hits w/ a weapon attack if an concious ally is within 5 ft of the target.

Actions

Multiattack: A Stormvermin Champion can make 3 attacks: 2 with its Warpstone Longsword and 1 with its shield bash. 

Warpstone Longsword. Melee Weapon Attack: +8 to hit, 5ft reach, one target. Hit 8 (1d8+4) Slashing damage and the target must make a DC 16 Constitution save. On a failed save, take 7 (2d6) Necrotic Damage, or half that on a passed save.. 

Shield Bash. Melee Weapon Attack: +8 to hit, 5ft reach, one target. Hit: 6 (1d4+4) Bludgeoning damage. In addition, if the target is Large or smaller, it must make a DC 16 Strength save, being knocked prone on a failed save. 

Skaven Chieftain

Medium Humanoids (Skaven), Neutral Evil. 

AC: 17 (Half Plate)

HP:  136 (16d8+64)

Speed: 30 ft

   StrDexConInt     Wis   Cha

20(+5)        14(+2)          18(+4)        14(+3)      16(+4)       14(+2)

Skills: Perception +8, Survival +8, Intimidation +6.

Senses: Darkvision 60ft, passive perception 16

Languages: Queekish, Undercommon, Common, Elvish, Dwarven.

CR: 10 (5900 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Superior Martial Advantage: Once Per turn, Stormvermin can deal 11 (3d6) extra damage to a creature it hits w/ a weapon attack if an concious ally is within 5 ft of the target.

Actions

Multiattack: The Skaven Chieftain can make 2 attacks with its Warpstone Greatsword. 

Warpstone Greatsword. Melee Weapon Attack: +9 to hit, 5ft reach, one target, Hit: 12 (2d6+5) Slashing damage and the target must make a DC 16 Constitution save. On a failed save, take 18 (4d8) Necrotic damage, or half that on a passed save. 

Leadership (Recharges after short/long rest). For one Min, the Chieftain can call out commands or threats whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the Chieftain. A creature can only benefit from 1 leadership die at a time. This effect ends if the Chieftain is Incapacitated. 

Verminlord Warbringer

Huge Fiend (Rat-Demon, Skaven), Neutral Evil. 

AC: 19 (Natural Armor)

HP:  460 (40d12+200)

Speed: 50 ft

   StrDexConInt     Wis   Cha

24(+7)        18(+4)          20(+5)        18(+4)      18(+4)       16(+3)

Saving Throws: Wis +11, Cha +10

Skills: Athletics +14, Perception +11, Survival +11, Intimidation +11.

Damage Resistances: Piercing, Slashing, and Bludgeoning damage from non-magical attacks, Necrotic, fire, lightning, cold.

Damage Immunities: Poison

Condition Immunities: Poisoned, Frightened, Charmed

Senses: Darkvision 120ft, passive perception 21

Languages: Queekish, Telepathy 120ft.

CR: 23 (50’000 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Innate Spellcasting: The Warbringer’s spellcasting ability is Intelligence (spell save DC 19). The Warbringer can innately cast the following spells, requiring no material components:

At Will: Armor of Agathys, Detect magic, Dispel Magic, Blur

3/day each: Compelled Duel, Blindness/Deafness, Fear

1/day each: Dominate Person, Confusion

Actions

Multiattack: The Warbringer can make six attacks; two with its Doomglaive, three with its prehensile tails, and one with its punch dagger.

Doomglaive: Melee weapon Attack: +12 to hit, 10ft reach, one target. Hit: 40 (6d10+7) Slashing Damage. In addition, the target must make a DC 20 con save, taking 27 (6d8) necrotic damage on a failed save, or half that on a successful save. 

Punch Dagger: Melee weapon Attack: +12 to hit, 5ft reach, one target. Hit: 21 (6d6+7) piercing damage. In addition, the target must make a DC 20 dex save, being knocked prone on a failed save. Nothing happens on a successful save.

Prehensile Tails: Melee Weapon Attack: +12 to hit, 20ft reach, one target. Hit: 9 (1d4+7) bludgeoning damage. Additionally, the creature must make a DC 20 dex save. On a passed save, nothing happens. On a failed save, the target is grappled. 

Skaven Rat Ogre

Large Monstrosity, Unaligned.

AC: 17 (Natural Armor)

HP: 247 (27d10+104)

Speed: 30 ft

   StrDexConInt     Wis   Cha

22(+6)        14(+2)          18(+4)         3(-4)       11(+1)        3(-4)

Skills: Survival +3

Senses: Darkvision 60ft, passive perception 14

Languages: Understands Queekish, but cannot speak. 

CR: 12 (8400 xp)                                                                               .

Supernatural Nose: Passive perception is always at least 13

Pack Tactics: Advantage to hit when an ally is within 5 ft of the target.

Charge: If the Rat Ogre moves at least 20ft in a straight line towards a target and hits that target with one of its claws in the same turn, the target takes an additional 10 (3d6) Slashing Damage. 

Actions

Multiattack: The Rat Ogre  can make 3 attacks: two with it’s claws and one with its bite.

Claws: Melee weapon Attack: +8 to hit, 10ft reach, one target. Hit: 28 (4d10+6) Slashing Damage.

Bite. Melee Weapon Attack: +8 to hit, 5ft reach, one target. Hit: 11 (2d4+6) piercing damage.

Skaven Abomination

Huge Monstrosity, Unaligned. 

AC: 19 (Natural Armor)

HP: 378 (28d12+196)

Speed: 50 ft

   StrDexConInt     Wis   Cha

24(+7)        14(+2)          24(+7)          3(-4)        6(-2)        1(-5)

Skills: Survival +1

Damage Vulnerabilities: Fire. 

Damage Resistances: Cold, Force. 

Damage Immunities: Lightning

Senses: Darkvision 60ft, passive perception 8

Languages: Understands Queekish, but cannot speak. 

CR: 20 (25000 xp)                                                                               .

Regeneration: Unless damaged by fire, the Abomination regenerates 20 hp at the beginning of it’s turn round. 

Lightning Absorption: When the abomination is subjected to lightning damage, it takes no damage and instead regains HP=to the lightning damage dealt.

Charge: If the Abomination moves at least 20ft in a straight line towards a target and hits that target with one of its claws in the same turn, the target takes an additional 10 (3d6) Slashing Damage. 

Inner swarm: When an abomination is reduced to 0 HP, 2d4 rat swarms burst from its body and attack the nearest Non-Skaven Creatures. XP from the swarms is cumulative with that of the Abomination. 

Actions

Multiattack: The Abomination can make 4 attacks: two with it’s claws, one with its tail, and one with its  months.

Claws: Melee weapon Attack: +10 to hit, 10ft reach, one target. Hit: 40 (6d10+7) Slashing Damage.

Tail. Melee Weapon Attack: +10 to hit, 10ft reach, one target. Hit: 33 (4d12+7) bludgeoning damage, and the target must make a DC 19 Strength save or be knocked 30 ft away and prone.

Many-Mouthed Bite. Melee Weapon Attack: +10 to hit, 5ft reach, one target. Hit: 21 (4d6+7) piercing damage, and the target must pass a DC 19 dexterity/strength save or be restrained as multiple sets of ragged teeth sink into them, holding them in place. 

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