The Skaven The Skaven, sometimes known as the Ratmen, the Ratkin or the Children of the Horned Rat. are a malevolent and diabolical race of large humanoid rat-creatures that inhabits a massive inter-continental underground empire known in their tongue simply as the Under-Empire. They are a race of walking humanoid rats with dubious (but not to be underestimated) intelligence and a hideous feral cunning out to conquer the world in the name of their God, the Horned Rat, and also for their own personal gains. If there was one quality which defined their species, it would be raw unconstrained selfishness. By instinct and culture, each Skaven is self-obsessed, paranoid, greedy, power-hungry and doesn't care for their family or their race's well-being unless their own is at stake. They find the find the concepts of love, honor, loyalty and friendship to be so alien they can't comprehend them. Skaven Physiology In terms of physiology, Skaven are shorter than humans, less bulky than them, slightly weaker (surprisingly not as much, considering the difference in size and mass), and generally "less" in every regard, but one. Where they do pick up is speed - Skaven live their life in perpetual super speed with all it's advantages and drawbacks - they move faster, think faster, breed faster and age faster, generally reaching adulthood at five months and growing old, gray and frail by the age of thirteen (though very few survive for that long). All that speed builds an almost insatiable appetite, and as they have no body fat reserves, they're always hungry, except maybe after the battle when they can eat the dead (of both sides). Skaven look unnervingly twitchy and energetic to other races (even Elves, who also have a kind of inherent superspeed), while Skaven see others as slow lumbering idiots. Like rats, the Skaven has good sense of smell. Skaven Psychology Skaven have an odd relationship with fear. On the one hand, cowardice is the order of the day. They definitely don't want to be sliced, stabbed, shot, skewered, squished, scorched or Slaaneshed. They'll do it for the prospects of rewards, killing rival Skaven or non-Skaven (which they collectively call "Things") and because their bosses WILL have them killed horribly if they don't at least try to fight, but most Skaven have a reticence to enter battle unless the odds are decidedly stacked in their favor, and they're more prone to breaking and running if things go pear shaped. On the other hand, Skaven have a weird fondness for quick routes to power. If you give a Skaven a potion which has a 25% chance of killing them quickly, a 25% chance of killing them slowly, a 25% chance of doing nothing and a 25% chance of giving them the ability breathe fire like a dragon, they'll usually take it. Skaven society Skaven society is rather literally cutthroat when it comes to promotions. In a world where you have chaos warriors who can Honor the chaos gods by killing, looting and getting minions caught up in complex plots, beastmen which are in a similar lot as chaos on top of animalistic aggression who still practice a survival-of-the-fittest pack-mindset based loyalty, orcs that are hardwired to love to scrap, goblins who are no strangers to backstabbing and dark elves who've literally made assassination and treachery an art, the Skaven have managed to collect the gold medal in fratricide. After receiving said award they promptly began killing each other to see which Skaven individual got to keep it; the conflict continues to this day, with no resolution in sight. The only reason why their society has not murdered itself into extinction is because of a very high reproductive rate. Despite their murderious tendencies they obey the Grey Seers, the prophets of their god the Horned Rat. Although this obedience is done purely out of fear, it is done without question. hierarchy The Council of thirteen The Skaven race is ruled over the by the Council of Thirteen, Skaven of such evil they have been chosen by their vile god and manage to survive the constant threat of assassination, Although they squeak big about their plans for world domination, they are too busy trying to outdo and kill each other. Despite the name there are only twelve Councillors; the 13th seat is symbolic and reserved for their god. Council organisation The Council of 13 is conveniently organized like a clock, with seat 13 at the 12 position which is representative of the Horned Rat. Members are called Lords of Decay. Each position is more powerful within the Council based on their proximity to the Horned Rat, so the Lords of Decay at the 1 and 12 position are the two most powerful, 2 and 11 behind them, while the Lords of Decay at the 6 and 7 positions are the weakest. Each Lord of Decay can outright veto the position of the one opposite them. Each Lord of Decay has their position marked by a symbol, either that of themselves or that of their Clan. The Lords of Decay have thus far remained in power for most of the existence of the Council thanks to the life-prolonging Warpstone they use, although they rise and fall in power.

Greyseers and Warlords Beneath the council of thirteen are the Grey Seers and the Warlords. Horned, grey furred skaven pups are raised to be the priests and magic users of Skavendom that act on behalf of the council and Warlords are those lucky rats that have managed through guile, luck, accomplishment on the battlefield and the elimination of rivals to get in charge of a Clan. Sometimes you get a Grey Seer warlord with his own clan, but that's usually the exception. Elites Beneath them, you have an upper crust of prominent individuals within the clans: Warlock Engineers, Master Molders, Plague Priests, Assassins, high ranking officers and so forth. Either through command of some arcane skill or having armed rats behind them they have wealth, better accommodations, hosts of underlings and regular access to breeders. Stormvermin and Gutter Runners Underneath them are those with a modicum of cultivated value: the merchants, the technicians, the packmasters, the rank and file of the Stormvermin, the apprentices to the great ones, the Gutter Runners, the overseers, skilled workers and so forth. All of which have to some degree or another got their position by struggling tooth and claw and are with it some measure of power and authority. Clan Rats the rank and file of the skaven race, These creatures live in poverty, acked up like sardines and have to work hard for their daily needs and fight tooth and claw to keep what little they have from falling into the laps of rival Skaven. Skavenslaves Even the Clanrats have it better than the Skavenslaves, They are the remnants of defeated clans, the pups deemed surplus to requirements if not quite bad enough to be culled, those that earned the ire of their overseers and those whose power struggles failed them and avoided being killed. Clanrats may be exploited but Skavenslaves are actively worked to death, thrown at the enemy to absorb arrows and are fed a meager diet of scraps, garbage and each other. That's when they are not being taken to the butcher's block so their betters can enjoy a meat dinner and and have some leather. The best they can hope for is that a good deal of their superiors die or that their clan conquers another leading to more slaves to lessen their labor.

The Clans Skaven organize themselves into Clans, through which they organize their backstabbing. The individual backstabs for position within a Clan, the Clan backstabs for position in Skaven society. There are many Clans, far more than any being knows. Clans rise, fall, split, infight, reform, and even ally constantly. Each Clan seeks to have one of their members in a position in the Council of 13, which runs the business of their entire race. Clan structure Skaven Clans fall into two categories: Clans and Thrall-Clans. Clans are extremely powerful, and epitomize the different aspects of Skaven society. Thrall-Clans are weak Clans that swear allegiance to a Clan to survive or grow in power. Of course thanks to Skaven backstabbing, a Thrall-Clan is an expendable frontline infantry source while the Clans are just sources of really neat toys like Rat Ogres and Ratling Guns, and of course every Clan and Thrall-Clan are waiting to betray each other while making allegiances to other Clans The Main Clans The four greatest Clans are: Clan Moulder Clan Moulder is the first of the Four Great Skaven Clans that specialises in the mastery of breeding, mutating and surgically creating some of the most horrific and fearsome war-beast to have ever existed. It is still unclear how these loathsome ratmen have managed to achieve such results in their experiments, for the Pack-Moulders are a greedy and jealous lot, but what is no secret is that the Clan is considered one of the wealthiest of the Skaven Clan within the entire Under-Empire.

Clan Moulder is the first of the Four Great Skaven Clans that specialises in the mastery of breeding, mutating and surgically creating some of the most horrific and fearsome war-beast to have ever existed. It is still unclear how these loathsome ratmen have managed to achieve such results in their experiments, for the Pack-Moulders are a greedy and jealous lot, but what is no secret is that the Clan is considered one of the wealthiest of the Skaven Clan within the entire Under-Empire. Clan Skryre Clan Skryre is the second of the four great Skaven clans that specialises in the creation and research of demented diabolical machinery by using a horrible combination of arcane magic and technological machinery. Its members, known as Warlock Engineers are both inventors and magicians alike, whose expertise aids in the manufacturing of all kinds of War-machines and weaponry for the use of those willing to pay. Many of them are full-fledged wizards themselves, capable of manipulating the Winds of Magic to cast spells on their own, but their most potent of weapons lies in their use of their own deadly weaponry.

Clan Skryre is the second of the four great Skaven clans that specialises in the creation and research of demented diabolical machinery by using a horrible combination of arcane magic and technological machinery. Its members, known as Warlock Engineers are both inventors and magicians alike, whose expertise aids in the manufacturing of all kinds of War-machines and weaponry for the use of those willing to pay. Many of them are full-fledged wizards themselves, capable of manipulating the Winds of Magic to cast spells on their own, but their most potent of weapons lies in their use of their own deadly weaponry. Clan Pestilens Clan Pestilens is the third of the four great Skaven clans that are feared throughout their domains for the vile diseases and plagues these Skaven have mastered and unleashed upon this world. Probably the most feared out of all the Great Clans, these Skaven are hated by enemies and allies alike, having been the main aggressor and instigator of both the two great Skaven Civil Wars that has ravaged much of the Under-Empire for four centuries, and almost overthrowing the Council of Thirteen from their power. Also known as Plague Monks, the disciples of disease and decay, these Skaven have dedicated an unhealthy fervour to spreading pestilence and corruption in the name of the Horned Rat to all those they see fit, even their own brethren.

Clan Pestilens is the third of the four great Skaven clans that are feared throughout their domains for the vile diseases and plagues these Skaven have mastered and unleashed upon this world. Probably the most feared out of all the Great Clans, these Skaven are hated by enemies and allies alike, having been the main aggressor and instigator of both the two great Skaven Civil Wars that has ravaged much of the Under-Empire for four centuries, and almost overthrowing the Council of Thirteen from their power. Also known as Plague Monks, the disciples of disease and decay, these Skaven have dedicated an unhealthy fervour to spreading pestilence and corruption in the name of the Horned Rat to all those they see fit, even their own brethren. Clan Eshin Clan Eshin is the fourth of the Four Great Skaven Clans which specialises in the deadly and secretive arts of stealth, murder, poison and assassination. Out of all the other clans which populates the Under-Empire, Clan Eshin is by far the most secretive and hidden of them all. 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. Clan Pestilens A typical banner of Clan Pestilens

General Troops Skavenslaves "The teeming multitudes of slaves, taken from their homes or wrested from the clutches of clans that no longer exist in the Skaven universe, are a pathetic lot. Many seek to prove themselves, hoping to rise above their station and gain an air of legitimacy in their new clans, while others consign themselves to lives of toil and pain in the mines or legions of their masters." —Steffan Paulus Adelhof, Scholar of Wolfenburg. Lowest of the low Standing a stunted four feet tall, Skavenslaves form the largest bulk of the swollen Skaven population. They are usually born in this manner, barely holding out through a cruel, abused childhood and, being of little value, simply shoved into forced labour or killed and used as a free source of leather and food. Living past any more than a handful of years is quite a cursed accomplishment. Skavenslaves are also always swelling with captured or defeated Clanrats demoted in their loss and shoved into the lowly ranks. Almost all Skaven born as slaves die as slaves. In combat, 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 arrows or tire the foe for the next attack wave. The best Skavenslaves will even pull down and tear to pieces a few of their adversaries, some Skavenslaves use slings to inflict damage from afar, while others are lucky enough to have scrounged spears or shields to aid them in battle. Skavenslave Medium Humanoid (Skaven), Chaotic Evil Armor Class 11 (natural armor)

11 (natural armor) Hit Points 10(2d6 + 3)

10(2d6 + 3) Speed 35ft. STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 8 (-1) 8 (-1) 14 (+2) 6 (-2) Skills Stealth +4

Stealth +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 12

darkvision 60 ft., Passive Perception 12 Languages Queekish, Common

Queekish, Common Challenge 1/8 (25 XP) Scurry Away! The Skavenslave can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Sunlight Sensitivity. While in sunlight, the Skavenslave has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Fearful. The Skavenslave has disadvantage on saving throws against being feared. If more than half their numbers have been slain it must make a DC12 Wisdom save or attemt to flee the fight. Expendable. Creatures with this feature are expendable and don't count towards the fearful feature of non-expendable creatures. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range (30/120) ft ., one target. Hit 4 (1d4 + 2) bludgeoning damage.

Clanrats "They come in a swarm, and they come in the dark, and they are upon you before you even know it. I’ve seen towns left empty with not a single bit of shale shaken from the rooftops, not a spear lifted from the wall. And who they don’t kidnap for their mines, they eat, so there’s nothing left but a few splotches of blood and that unholy smell to say anything happened at all. It’s unnatural, and damn disturbing—a whole town of goodly folk, just vanished without a trace." —Behram Gundarson, Dwarf Skaven Slayer. Food for the war machine Clanrats are slightly smaller than man-sized, standing four to five feet high. They range between lithe and scrawny and are possessed of a constant energy, most commonly seen in a nervous twitching of their hairless, worm-like tails. A single Clanrat is not a fearsome opponent. A lone warrior will lack any degree of discipline or determination and is likely to skulk in the shadows, afraid to go forward, too cautious to go backwards and terrified to even stand it's own ground for more then a moment without fleeing. Unless driven by black hunger, a single Clanrat will only attack something that is visibly weakened or crippled, preferring even then to attack unseen from behind. When banded together in a large pack, however, each individual Skaven would bolster each other's confidence and fuel their feral ferocity to a highly aggressive level. This allows the individually cowardly ratmen to form massive units that will recklessly hurl themselves into a fray against obviously superior troops. Like all Skaven, Clanrats are hierarchical bullies that will go out of their way to kick, maim and otherwise keep down any beneath their own rank Clanrats represent the rank and file troops of the Skaven. Compared to most other Skaven, they are unremarkable. Not surprisingly, they are the Ratmen who are most commonly encountered, either within the Under-Empire or in the world above. Senior Clanrats are known as Clawleaders, and each one is given dominion over his own Clanrat troops. Though they are more experienced and better able to wage war than their subordinates, most Clawleaders compare unfavourably to Stormvermin. When a Warlord gathers his Clan for war, the Clanrats are front and centre, occupying a key place in the battleline. Led by a Clawleader, these Skaven warriors form into great blocks of infantry and try to overwhelm a foe with their sheer 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 Weapons 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. After the adrenaline-burst of melee, Clanrats need to feed or suffer the unbearable pangs of the Black Hunger. Immediately following any combat, the ratmen scour the battlefield, devouring the dead and injured of friend and foe alike. Clanrat Medium Humanoid (Skaven), Chaotic Evil Armor Class 13 (leather armor, shield)

13 (leather armor, shield) Hit Points 50(4d8 + 32)

50(4d8 + 32) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 8 (-1) 8 (-1) 14 (+2) 7 (-2) Skills Stealth +4

Stealth +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 1/2 (100 XP) Scurry Away! The Clanrat can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Clanrat has advantage on an attack roll against a creature if at least one of the Clanrat's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Clanrat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Fearful. The Clanrat has disadvantage on saving throws against being feared. If more than half their numbers have been slain it must make a DC12 Wisdom save or attemt to flee the fight. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) piercing damage.

Stormvermin "Black of fur, the Skaven elite are reared from birth to be the ultimate warriors. Trained to fight and die if need be, Stormvermin are equipped with the best weapons and armour that the Lords of Decay have to offer. On the battlefield they have no equal, as they are rats bred for battle and weaned on the blood of their enemies" —Steffan Paulus Adelhof, Scholar of Wolfenburg. Born warriors Stormvermin are, to an individual, larger than the average Skaven, well-muscled, and proficient in the use of various weapons and armour. They are aggressive by nature and are given to overt displays of prowess in order to intimidate those around them. Like the Grey Seers, their future is determined at the time of their birth, for only a Skaven with black fur are elevated to the ranks of the Stormvermin. As such, there is a certain air of ego shared together by all Stormvermin that is lacking in other Skaven groups. Of course, this camaraderie will only stretch so far. Stormvermin are constantly on the lookout for any weakness in their peers, and those who show such flaws will be mercilessly cut down by their brothers. Position in the ranks of the Stormvermin is achieved through a series of duels, though it occasionally falls on the last remaining survivor of a unit to take command. These officers, known as Fangleaders, are some of the deadliest Stormvermin of all. An even rarer variety of Stormvermin exists, utilised by the Council of Thirteen as their personal bodyguards. These white-furred elites are known as Albino Stormvermin. Stormvermin regiments are outfitted with the best spoils of war in the clan's armoury and their duties may include forming a retinue or bodyguard for anyone from a minor Chieftain to the mighty ruling Clan Warlord himself. This 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. Most Warlord clans maintain the unwritten law that the first feed after a battle belongs to the Stormvermin. Those who dare to feast before their proper station are often openly attacked by the elite Skaven warriors, who take any opportunity to violently demonstrate their favoured status. As further reward, many Stormvermin regiments are assigned their own legions of Skavenslaves. These lackeys see to the comfort and needs of their masters. On the battlefield the Stormvermin normally form the bodyguard of Warlords and Grey Seers. Stormvermin Medium Humanoid (Skaven), Chaotic Evil Armor Class 16

16 Hit Points 93(11d8 + 44)

93(11d8 + 44) Speed 35ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 8 (-1) 15 (+2) 8 (-1) Skills Stealth +4

Stealth +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 4 (1,100 XP) Scurry Away! The Stormvermin can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Stormvermin 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. Sunlight Sensitivity. While in sunlight, the Stormvermin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 20 ft of the Stormvermin. Natural Skill. The Stormvermin deals an extra 1d8 damage when it hits with a melee attack. Actions Multiattack The Stormvermin makes one attack with its halberd and one attack with its spiked tail weapon. Halberd Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 15 (1d12 + 1d8 +4) slashing damage. Spiked Tail Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (1d10 + 1d8 +4) piercing damage. Variant : Albino Stormvermin The few Stormvermin born as albinos are taken at birth and trained to be the elite guard of the Council of Thirteen. An Albino Stormvermin is CR 5 and is the same as a Stormvermin except its AC is 17, its HP is 105 (14d8+42) its attacks have a attack bonus of +7 and have a damage modifier of +6 not +4.

Warlord "I was the scourge of the Worlds Edge. From Hell Pit to Cripple Peak my name was dread. I was undefeated, feared, peerless in battle, renowned for my cunning. The world rested in my paws. History is written by victors, if it is written at all. I was Gnawdwell’s favourite, but unlike Queek I earned it. And who remembers now? Who cares? Ten years since I left to serve my master in Skavenblight. Three generations of brainless meat husks that never knew enough to dread the name Sleek!" —Sleek Sharpwit, Grizzled Warlord of Clan Mors. Cruel and Unusually Large Skaven Warlords are the ruthless and tyrannical rulers of the Skaven Clans, large and powerfully built warriors that command the utmost respect by sheer physical prowess, ruthless tyranny, and inhumane cruelty. Within the unstable hierarchy of the Warlord Clans, to hold the title of Warlord is to rule supreme. There is no passing of the torch from generation to generations. Leadership must be taken by force. To gain power, a Warlord must seize control, proving himself a top fighter and a devious adversary. Such a coup either ends in failure and certain death at the hands of the existing ruler, or the new leader supplants the current Warlord, often eating him in the process. Challenges follow no format but often take the form of personal combat, treacherous back-stabbing, or elaborate political schemes. The more underhanded the deed, the better, for that is what puts the fear and respect into the Skaven masses. Once a Warlord has fought, betrayed, and clawed his way to the top, the battle really begins. Manipulation, the ability to set rivals upon each other or the mustering of support from an disclosed following are skills needed to hold power, as even the fiercest fighters become worn down by the constant challenges. Great wealth can augment battle skills, bribe underlings, or simply buy formidable aid. When the Under-Empire goes to war, a Skaven Horde of impressive size will almost always be led by these very same Skaven. A Warlord is a peerless warrior and general amongst his kind, who can lead and map out complicated strategies to overcome the enemies of the Skaven race. Nevertheless, like many other Skaven leaders, a Warlord is also a craven coward by heart, and will always lead by the rear. On the occasion that battle is engaged, a Skaven Warlord, like all true warriors, are still all to eager to wet their blade with the blood of their enemies. Warlord Medium Humanoid (Skaven), Chaotic Evil Armor Class 18

18 Hit Points 218(16d8 + 145)

218(16d8 + 145) Speed 35ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 8 (-1) 16 (+3) 8 (-1) Skills Athletics +7, Deception +10. Intimidation +10, Stealth +6

Athletics +7, Deception +10. Intimidation +10, Stealth +6 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 16

darkvision 60 ft., Passive Perception 16 Languages Queekish, Common

Queekish, Common Challenge 11 (7,200 XP) Scurry Away! The Warlord can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Warlord 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. Sunlight Sensitivity. While in sunlight, the Warlord has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of the Warlord. Spiked Shield. As a bonus action the Warlord may strike a creature with its shield, the creature makes a DC 15 Strength saving throw, on a failure the creature takes 7 (2d6) piercing damage and is knocked prone. Actions Multiattack The Warlord makes three attacks with its Poisoned Sword. Poisoned Sword Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 13 (1d10 +7) slashing damage, plus 10 (2d8) poison damage. Mounted Warriors Powerful or particularly rich warlords often ride a Rat Ogre Bonebreaker into battle. (see page 25)

Clan Pestilens Troops Plague Monks "Ah, yes. The Plague Monks. Where to begin? These wretched creatures have wholly embraced the diseased aspect of their horned god. They inflict themselves with sickness, drawing strength from it and gaining some measure of immunity to mundane diseases. So inured are they to pain and discomfort that they hardly feel it any longer. Driven by a fury and zeal that only the truly religious can comprehend, the Plague Monks are certainly one of the Skaven’s most disturbing and terrible innovations" —Steffan Paulus Adelhof, Scholar of Wolfenburg. Spreading the filth The Plague Monks of Clan Pestilens are masters of contagion and disease. At the lowest levels are fervent and devoted worshippers of the Horned Rat, singing daily praises and liturgies to the Lord of Decay. Each is riddled with disease, covered with self-inflicted wounds and eruptions that ooze blood and pus. Plague Monks are the initiates of infection and disciples of disease, with numerous agents scattered across the cities of the Old World. Hidden away in their underground strongholds the Plague Monks cultivate deadly diseases in bubbling vats filled with warpstone, carcasses and foetid offal. Each new plague they create is unleashed by infected rats released into city sewers by Clan Eshin, bringing great misery and hardship upon the human inhabitants. 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 entirety of the world. The Great Horned Rat will know who brought his children to their rightful and preordained ascendancy and Clan Pestilens will sit over all and rule supreme. When unleashed against the enemies of the Skaven, Plague Monks are much more effective than one might expect. It is easy to discount their abilities, given their sicknesses, yet it seems that they find solace in their constant pain. Mundane discomforts like severed limbs and opened bellies cause them no more than passing discomfort. Plague Monks form the bulk of Clan Pestilens' troops. When Plague Monks gather, their squeaky chanting can be heard as they recite from the foul Book of Woe, endlessly repeating the Liturgus Infectus, or the Rites Infection. In combat Plague Monks hurl themselves into the fray with fanatical ferocity, eager to bring death and destruction to their foes.It is easy to discount their abilities, given their illnesses, yet it seems that they find solace in their constant pain. With bulging eyes and foaming mouths, the Plague Monks seem possessed of an unnatural and unholy fervour. 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. Mundane discomforts like severed limbs and opened bellies cause them no more than passing discomfort. The ability to shrug off crippling injury combined with their near-hysterical zealotism means that the only reliable way of stopping a Plague Monk attack is to wholly dismember the disease-ridden Skaven. A plague censer is a hollow spiked ball attached to a length of chains. Warpstone is ceremoniously placed inside the cruelly spiked globe. Afterwards, a ladle's worth of vile contagions is added, poured over the warpstone itself. Hellish runes begin to burn as the concoction begins to bubble into a boil, releasing large fumes. Contact with the haze of noxious fumes emitted from a gently-swaying censer will cause flesh to erupt into sores and fluid-filled blisters. Exposure to these fumes can also cause horrific damage to any who breathes it, which fills the lungs with virulent fluids that causes the victim to die of suffocation. Extremely few creatures devoid of common sense can be anywhere near such a weapon, let alone wield it into battle.

Plague Monk Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 100(12d8 + 46)

100(12d8 + 46) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 8 (-1) 14 (+2) 6 (-2) Saving Throws Con +5

Con +5 Skills Stealth +4 Religion +4

Stealth +4 Religion +4 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Queekish, Common

Queekish, Common Challenge 2 (450 XP) Scurry Away! The Plague Monk can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Plague Monk has advantage on an attack roll against a creature if at least one of the Plague Monk's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Plague Monk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 20 ft of the Plague Monk. Fanatical Speed. Once per day the Plague Monk can use its action to make five shortsword attacks rather than three. Spreading Plague. Creatures within 10 ft of the Plague Monk must make a DC12 Con save or be poisoned for 5 minutes, the affected creature can attempt this saving throw at the end of each of its turns and if they succeed are immune to this effect for 5 minutes. All Skaven automatically succeed on this Save. Actions Multiattack The Plage Monk makes 3 attacks with its Rusty Shortsword. Rusty Shortsword Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. Noxious bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage. Plague Monk Censer-Bearer Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 100(12d8 + 46)

100(12d8 + 46) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 8 (-1) 14 (+2) 6 (-2) Saving Throws Con +5

Con +5 Skills Stealth +4 Religion +4

Stealth +4 Religion +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 14

darkvision 60 ft., Passive Perception 14 Languages Queekish, Common

Queekish, Common Challenge 2 (450 XP) Scurry Away! The Plague Monk can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Plague Monk has advantage on an attack roll against a creature if at least one of the Plague Monk Censer-Bearer's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Plague Monk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 20 ft of the Plague Monk. Spreading Plague. Creatures within 10 ft of the Plague Monk must make a DC12 Con save or be poisoned for 5 minutes, the affected creature can attempt this saving throw at the end of each of its turns and if they succeed are immune to this effect for 5 minutes. All Skaven automatically succeed on this Save. Actions Censer Swing Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 7 (1d8 + 2) bludgeoning damage plus 11 (3d6) poison damage Noxious bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.

Plague Priest "We call them La Souriscarle, these fever-rats, who brought the Mal Rouge—the Red Death—down upon us. We lost so much to them, the souls of many great knights and the beauty of our great countryside as well..." —Jacque Bicheau, Bretonnian court scribe High corruptors The Plague Priests of Clan Pestilen occupy the highest and most senior position within the Clan, just below the Plaguelords themselves. These lords of pestilence guide their foul brothers in the eternal pursuit to create the greatest and most horrific virulent disease known to all Skavendom and use it to weaken the surface world for their final apocalyptic invasion. It is the Plague Priest who stoke the righteous fury of the younger Plague Monks, teaching them litanies of hate and breeding intolerance for all customs outside their own. Loyal and fanatical, these ratmen are singularly devoted to their holy cause. Within the workings of Clan Pestilen, each member does not seek individual wealth for themselves, but instead are utterly and insanely focused on their masters work. It is the diseased, but devoted Plague Priest who enforce this harsh discipline. Under the guidance of the Plaguelords, the Plague Priest are responsible for leading daily rituals meant to record and monitor the newest strain of virulent diseases that are forced upon not just captives, but even other Skaven and the Monks themselves. Indeed, their own specially made diseases are not feared, but accepted as a blessing to these fanatics. To them, being a living and walking altar of contamination is the strident goal of every Plague Priest, who themselves lead by example. As such, each Plague Priest is given the duty of ensuring that the Cauldron of a Thousand Poxes, an ancient and evil artifact, is never empty, but instead brims over with many new diseases ready to be unleashed upon the world. When the Clan goes on a holy crusade. The Plague Priest are the ones who would lead their brethrens to war. Claiming to be given sorcerous abilities by their malevolent god, the Plague Priest are able to unleash many spells of corruption and pestilence upon their enemy. In battle Plague Priests are found leading hoards of Plague Monks wherever they are needed.

Plague Priest Medium Humanoid (Skaven), Chaotic Evil Armor Class 14

14 Hit Points 175(18d8 + 94)

175(18d8 + 94) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 10 (+0) Saving Throws Con +7

Con +7 Skills Stealth +4 Religion +7 Arcana +7

Stealth +4 Religion +7 Arcana +7 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 14

darkvision 60 ft., Passive Perception 14 Languages Queekish, Common

Queekish, Common Challenge 10 (5900 XP) Scurry Away! The Plague Priest can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Plague Priest has advantage on an attack roll against a creature if at least one of the Plague Priest 's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Plague Priest has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 20 ft of the Plague Priest. Spreading Plague. Creatures within 20 ft of the Plague Priest must make a DC15 Con save or be poisoned for 5 minutes, the affected creature can attempt this saving throw at the end of each of its turns and if they succeed are immune to this effect for 5 minutes. All Skaven automatically succeed on this Save. Spellcasting. The Plague Priest is a 10th level spellcaster. Its spellcasting abillity is Wisdom (spell save DC 16, +7 to hit with spell attacks). The Plague Priest has the following Wizard spells prepared: Cantrips (at will):Acid Splash, Poison Spray, Thunderclap 1st level (4 slots):Expeditious Retreat, Ray of Sickness, Witch Bolt 2nd level (3 slots):Ray of Enfeeblement, Shatter, Hold Person 3rd level (3 slots):Bestow Curse, Lightningbolt 4th level (3 slots):Blight, Greater Invisibility 5th level (2 slots):Cloudkill, Hold Monster 6th level (1 slot):Chain Lightning Actions Noxious bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. Staff Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) bludgeoning damage. Lord Skrolk "‘Brother-under-the-fur. Ha! Now you are brother-true. Reject false-words of seers and embrace true face of the Horned One! Bring Skrolk to the Wormstone, and you will be plague priest. Betray, and you become pus-bag." —Lord Skrolk, accepting Apprentice Kratch into the Pestilent Faith. Legendary Disciple of Decay That Lord Skrolk walks the world is an affront to nature and is a sign of the power of the Great Horned Rat. Plants wither and die where Skrolk treads and the air seems to congeal and darken, as if stained by his baleful presence. Skrolk is ancient, having lived many spans more than the most long-lived of his foul kind. Rather than weakening with age, Lord Skrolk is possessed with a diabolic vitality that belies the years and the heaped diseases he carries. Indeed Skrolk is bent and gnarled by 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 promise something still more virulent. Each new pox only toughens the aged Plague Monk, who himself has become a disease that walks. Lord Skrolk is one of the Plaguelords, the rulers of Clan Pestilens under the direct command of Arch-Plaguelord Nurglitch, he-who-is-tenth on the Council. It was the sight of the radiant corruption of the Arch-Plaguelord that caused Skrolk to claw out his own eyes, as he wished to see no other vision to obscure that last glimpse of perfection. Despite empty sockets, Skrolk moves assuredly and claims a magical sight that sees in vivid hues of decay. Despite his seeming blindness Skrolk's reflexes are said to be amazing. He can catch a fly out of the air - or rather, he could if any flies were able to enter the aura that emanates from his loathsome hide. Insects literally drop dead from the noxious fumes surrounding Skrolk, and only extreme devotees can abide his presence. In battle Lord Skrolk leads from the front so he can unleash his rabid fury. He bears the Rod of Corruption, a dreadful staff of spiderwood, iron-capped with spikes and covered in writhing runes of power. Many censers hang from its chains, wafting foul vapours. Lord Skrolk occasionally carries plague scriptures with him, and on occasion will bear one of the sacred volumes of the Liber Bubonicus, the toxic tome of ultimate disease.

Lord Skrolk Medium Humanoid (Skaven), Chaotic Evil Armor Class 17

17 Hit Points 290(34d8 + 137)

290(34d8 + 137) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 20 (+5) 14 (+2) 20 (+5) 14 (+2) Saving Throws Con +10 Wis +12 Dex +8

Con +10 Wis +12 Dex +8 Skills Arcana +10 History +10 Religion +12 Stealth +6

Arcana +10 History +10 Religion +12 Stealth +6 Damage Immunities Poison

Poison Condition Immunities Poisoned, Frightened, Charmed

Poisoned, Frightened, Charmed Senses blindsight 120 ft., Passive Perception 18

blindsight 120 ft., Passive Perception 18 Languages Queekish, Common

Queekish, Common Challenge 20 (25000 XP) Legendary Resistance (3/Day). If Lord Skrolk fails a saving throw, he may choose to succeed instead. Scurry Away! Lord Skrolk can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. Lord Skrolk has advantage on an attack roll against a creature if at least one of Lord Skrolk's allies is within 5 feet of the creature and the ally isn't incapacitated. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of this creature. Pestulant Aura. Creatures within 20 ft of Lord Skrolk must make a DC19 Con save or be poisoned for 5 minutes, the affected creature can attempt this saving throw at the end of each of its turns and if they succeed are immune to this effect for 5 minutes. All Skaven automatically succeed on this Save. Each creature in this aura takes 2d8 poison damage at the end of thier turn. Liber Bubonicus. Lord Skrolk may choose to make his spells deal poison damage instead of their regular type and any time Lord Skrold deals Poison damage add an extra damage die to the total. Spellcasting. Lord Skrolk is a 18th level spellcaster. Its spellcasting abillity is Wisdom (spell save DC 20, +11 to hit with spell attacks). Lord Skrolk has the following Wizard spells prepared: Cantrips (at will):Acid Splash, Poison Spray, Thunderclap 1st level (4 slots):Expeditious Retreat, Ray of Sickness, Witch Bolt 2nd level (3 slots):Ray of Enfeeblement, Shatter, Hold Person 3rd level (3 slots):Bestow Curse, Lightningbolt 4th level (3 slots):Blight, Greater Invisibility 5th level (3 slots):Cloudkill, Hold Monster 6th level (1 slot):Chain Lightning, Disintegrate 7th level (1 slot):Finger of Death, Forcecage 8th level (1 slot):Dominate Monster, Power Word Stun 9th level (1 slot):Power Word Kill Actions Rod of Corruption Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) Bludgeoning damage plus 18 (4d8) poison damage. Noxious bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 11 (3d6) poison damage. Legendary Actions Lord Skrolk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Lord Skrolk regains his legendary actions at the start of his turn. Cantrip: Lord Skrolk casts a cantrip. Recite the Liber Bubonicus (Costs 2 Actions): Lord Skrolk chants a passage of the Liber Bubonicus and makes 2 creatures he can see make a DC16 Con save, on a failure the characters take 9 (2d8) poison damage at the start of their turn for 1 minute and are poisoned for 1 minute the targets may repeat the saving throw at the end of their turn, ending the effect on a success. Corrupting Gaze (Costs 2 Actions): Lord Skrolk fixes his eyeless gaze on a creature he can see, the creature must make a DC16 Wis saving throw or become frightened for 1 minute the target may repeat the saving throw at the end of its turn, ending the effect on a success and becoming immune to the corrupting gaze for 24 hours.

Clan Eshin Troops Night Runner "Those Night Runners who somehow manage to survive the suicidal missions that they are sent upon eventually become Nightleaders, and those Nightleaders who show further initiative and fortitude are inducted into the ranks of the Gutter Runners. Thus do these vile creatures that excel at speed, stealth, and duplicity advance amongst their own kind, well on the road to one of the bloodiest and most feared of Skaven tiers." —Steffan Paulus Adelhof, Scholar of Wolfenburg Novice Sneaks Night Runners are the most numerous of the assassin-adepts of Clan Eshin, warriors that occupy the lowest social position within their clan yet are no less dangerous in their tactics of warfare. What differentiates these expendable foot soldiers from other Clanrats is that they receive rudimentary training in the fighting styles learned from the far East. Lightly armed and armoured so as to take advantage of their tremendous speed and agility, the Night Runners excel at flanking manoeuvres and lightning-fast attacks.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. Such task often results in casualties being often high amongst Night Runner packs, for they often work deep within enemy territory. This is not unexpected by their Clan Eshin masters, for only those that survive many actions can hope to advance to the more highly-trained squads of the Gutter Runners. A Night Runner who is exceptional will often become leaders of a Night Runner pack and a mission of his own. These missions provide the final test to ensure that only the most skilled advanced to the next circle of training. In battle, Night Runners often work in conjunction with Gutter Runners, drawing out enemy reserves to allow the more experienced Gutter Runners to reach their target without problem. On great occasions, Night Runners can also be given Warp-Grinder tunnelling teams to burrow beneath the foe and emerge upon the enemy flanks or rear. This tactic is almost always a suicide mission, but the deaths of the Night Runners nevertheless provides a worthwhile distraction for the main army. Night Runner Medium Humanoid (Skaven), Chaotic Evil Armor Class 12

12 Hit Points 110(12d8 + 56)

110(12d8 + 56) Speed 35ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 8 (-1) 6 (-2) 14 (+2) 8 (+0) Skills Stealth +8

Stealth +8 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 1/2 (100 XP) Scurry Away! The Night Runner can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Night Runner has advantage on an attack roll against a creature if at least one of the Night Runner's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Night Runner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Fearful. The Night Runner has disadvantage on saving throws against being feared. If more than half their numbers have been slain it must make a DC12 Wisdom save or attemt to flee the fight. Actions Multiattack The Night Runner makes 2 attacks with its Metal Claws. Metal Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Gutter Runner "Gutter runners are fast, even by the alacritous standards of the Skaven. They act as skirmishers in battle, harassing the enemy and disrupting the rear of his line. They are also grouped into teams that tunnel beneath enemy formations and fortifications, seeking to undermine their opponents’ security. They are Clan Eshin’s assassins-in-training, and while they are not as formidable as their murderous peers, they should never be underestimated." —Steffan Paulus Adelhof, Scholar of Wolfenburg. Stealthy Assassins Gutter Runners are elite skirmishers and scouts, second only to the Death Runners and Eshin Assassins in the art of stealth and speed. Their attacks are quick and effective, frustrating their enemies as the Gutter Runners appear, attack, and vanish just as quickly in a flash of smoke or a splash of shadow. Gutter Runners have undergone extensive training in the mysterious and deadly fighting style developed in the lands of far Cathay. Because of their ability to bend and contort their pliable bodies with such inhuman speed and dexterity. In addition to hiring themselves out to perform sinister deeds for the Warlord Clans, Gutter Runners also serves on behalf of the Council of Thirteen. Across the globe, small teams of Gutter Runners spy, instigate warfare between surface dwellers or rival clans and commit acts of sabotage on behalf of their patron. It is thanks to these merciless killers that an unprecedented amount of secret knowledge flows into Skavenblight everyday, as the Council of Thirteen mulls over each report, forever seeking to stay one step ahead of their many rivals. Gutter Runner Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 110(12d8 + 56)

110(12d8 + 56) Speed 35ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 8 (-1) 6 (-2) 16 (+3) 8 (+0) Skills Stealth +10

Stealth +10 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., passive Perception 13

darkvision 60 ft., passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 4 (1,100 XP) Scurry Away! The Night Runner can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Night Runner has advantage on an attack roll against a creature if at least one of the Gutter Runner's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Night Runner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The Gutter Runner deals an extra 7 (2d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Gutter Runner that isn't Incapacitated and the Gutter Runner doesn't have disadvantage on the Attack roll. Actions Multiattack The Gutter Runner makes 3 attacks with its Metal Claws. Metal Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) piercing damage.

Death Runner "Understanding from the outset that yours is a suicide mission focuses the murine mind on the murderous task at hand." —The Death Runners of Clan Eshin. The Best of the Best 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. Death Runners are the elite among the ranks of Night and Gutter Runners, having excelled at the mysterious Far Eastern fighting styles for which Gutter Runners are known and demonstrated enough wherewithal and self-determination to lead. Because of their ability to bend and contort their pliable bodies with a speed and dexterity unachievable by man, Death Runners have no need for encumbering armour - they simply dodge the blows and missile of their foes. Death Runner Medium Humanoid (Skaven), Chaotic Evil Armor Class 14

14 Hit Points 130(14d8 + 67)

130(14d8 + 67) Speed 35ft. STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 8 (-1) 6 (-2) 18 (+4) 8 (+0) Skills Perception +3, Stealth +10

Perception +3, Stealth +10 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 14

darkvision 60 ft., Passive Perception 14 Languages Queekish, Common

Queekish, Common Challenge 6 (2,300 XP) Scurry Away! The Death Runner can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Death Runner has advantage on an attack roll against a creature if at least one of the Death Runner's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Death Runner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The Death Runner deals an extra 11 (3d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Death Runner that isn't Incapacitated and the Death Runner doesn't have disadvantage on the Attack roll. Actions Multiattack The Death Runner makes 2 attacks with its Poisoned Claws. Poisoned Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Eshin Assassin "They doubtless sell their services to anyone willing to pay their horrible price. Their cursed skills were perfected in the Far East, which is why they seem alien to our own civilised sensibilities. Yet, these methods are quite effective. Even the bare hands of these bestial assassins are as effective as swords, and they strike like snakes from the darkness. To be marked by them is to be consigned to Morr’s kingdom, for naught can save you once such a thing has come to pass." —Steffan Paulus Adelhof, Scholar of Wolfenburg. Death in the Dark Some of the most feared Skaven to creep through the Under-Empire belong to this elite group. Masters of poison, exceptionally skilled in the arts of hand-to-hand combat, and versed in the ways of stealth and conspiracy, these killers sell their services to any Skaven Warlord who can meet their exorbitant fees. They even offer their services to Humans who ask the right people and who offer the proper compensation. All Eshin warriors are trained to learn these defining skill-traits, but only the Assassins have the skill and experience necessary to undertake the highest tier of the Clan's training. It is then that the secret arts are taught, some of which are ancient techniques studied in the Far East, but many more are unique fighting styles of the ratmen's own design. By the end of the long initiation, an Eshin Assassin can jump many times its own height, hurtle over obstacles or back-flip a great distance. He can run faster than a galloping horse and climb up smooth surfaces with ease. In motion, an Assassin is a blur, able to rain blows upon a foe or pluck arrows out of mid-flight. These assassins are so adept at hiding in the shadows that many suspect magic at work. The final test in an Assassin's training are death missions assigned by Clan Eshin's ruling council, presided over by Lord Sneek, the leader of the Clan and one of the Lords of Decay. After surviving the mission, the Assassin is considered an acknowledged master of the arts. It is thanks to their fearsome reputation that the Council of Thirteen often employs Eshin’s Assassins in their day to day affairs. When the Skaven hordes march for war, they are sometimes accompanied by Clan Eshin's finest hiding amongst their numbers. These death-dealing agents pose as a regular rank and file trooper until the moment is right. At this time, they cast off their disguise and leap into position where they can do the most damage. Fighting with poisoned blades in each paw, an Assassin can unleash a murderous flurry of attacks that is more than capable of striking down an enemy leader. At other times, an Assassin will operate on the battlefield alone, working to wreak havoc behind enemy lines, setting timed bombs or using poisoned shurikens to slay targets of opportunity. Eshin Assassin Medium Humanoid (Skaven), Chaotic Evil Armor Class 15

15 Hit Points 175(21d8 + 82)

175(21d8 + 82) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 10 (+0) 6 (-2) 18 (+4) 8 (-1) Skills Acrobatics +8, Perception +4, Stealth +12

Acrobatics +8, Perception +4, Stealth +12 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 17

darkvision 60 ft., Passive Perception 17 Languages Queekish, Common

Queekish, Common Challenge 10 (5,900 XP) Scurry Away! The Eshin Assassin can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The Eshin Assassin has advantage on an attack roll against a creature if at least one of the Eshin Assassin's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the Eshin Assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of the Deathmaster Snikch. Sneak Attack (1/Turn). The Eshin Assassin deals an extra 25 (7d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Eshin Assassin that isn't Incapacitated and the Eshin Assassin doesn't have disadvantage on the Attack roll. Actions Multiattack The Eshin Assassin makes 2 attacks with its Poisoned Blades or Shuriken. Poisoned Blades. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit 9 (1d6 +5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (6d6) poison damage on a failed save, or half as much damage on a successful one. Shuriken. Ranged Weapon Attack: +8 to hit, range (20/40) ft, one target. Hit 8 (1d4 +5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Deathmaster Snikch "Slay kill. Poison for manthings, point-ears and dwarf-thing alike." —Deathmaster Snikch, Chief Assassin of Clan Eshin. Master of Murder Ever since Snikch became a Deathmaster of Clan Eshin, his deeds have become legend amongst the Warlord Clans. When acting on Council orders, Snikch leaves his distinctive symbols so that all would know who have done this grisly act. Warlord Sskut of Murkpit had his neatly removed head stacked atop 100 heads from his Stormvermin bodyguard. When Clan Festerlingus began selling their own mutated mix of Giant Rat and alligator, it was Snikch’s mark that was scrawled over the mutator's bodies. Such rituals are enacted when the Nightlord wants to seed terror, an example to those that cross Clan Eshin or the Council. Of course such gory rituals are only enacted when the Nightlord feels that an example should be made, usually to other defiant Skaven. In the lands of men, Elves, and Dwarfs it is harder still to divine the Deathmaster's presence, save perhaps by effect and implication only. For example, the bizarre deaths of Frederick Hasselhoffen and his entire household have never been explained to this day. And the fate of the Celestial Wizard Heinrich Frisen, found flayed in his observatory tower with the door still locked from the inside, left city watch officials mystified. Almost assuredly the fate of the Heinrich Frisen was the work of Snikch. The Dwarf Lord Dromgar, brother to King Belegar, was slain in a heavily fortified stronghold. That Dromgar is still missing his head points strongly to the ultimate killer. While a master of murder, it is likely that Snikch is also behind many of the ratmen's most devious acts of sabotage. No one truly knows what horrors the Deathmaster has perpetrated during his long and mysterious existence. Of how many ships have been sunk or foundered with mysterious leaks or severed rigging, of how many towns have been consumed by fire or pestilence released from the sewers below or even how many people the Deathmaster has killed in his lifetime. It is only on the battlefield that the Deathmaster's presence can at least been known to dwell, 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 Snikch Medium Humanoid (Skaven), Chaotic Evil Armor Class 18

18 Hit Points 270(24d8 + 162)

270(24d8 + 162) Speed 35ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 12 (+1) 8 (-1) 20 (+5) 10 (+0) Saving Throws Strength +7, Dexterity +11, Wisdom +10

Strength +7, Dexterity +11, Wisdom +10 Skills Acrobatics +8, Perception +4, Stealth +12

Acrobatics +8, Perception +4, Stealth +12 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 17

darkvision 60 ft., Passive Perception 17 Languages Queekish, Common

Queekish, Common Challenge 18 (20,000 XP) Legendary Resistance (3/Day). If Deathmaster Snikch fails a saving throw, he may choose to succeed instead. Scurry Away! Deathmaster Snikch can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. TDeathmaster Snikch has advantage on an attack roll against a creature if at least one of Deathmaster Snikch's allies is within 5 feet of the creature and the ally isn't incapacitated. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of the Deathmaster Snikch. Sunlight Sensitivity. While in sunlight, Deathmaster Snikch has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (2/Turn). Deathmaster Snikch deals an extra 25 (7d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of Deathmaster Snikch that isn't Incapacitated and Deathmaster Snikch doesn't have disadvantage on the Attack roll. Whirl of Weeping Blades. Whenever Deathmaster Snikch uses his action to make a Multiattack with his Poisoned blades he can use his bonus action to make another poisoned blades attack with the sword held in his tail. The Cloak of Shadows (1/Turn). If Deathmaster Snikch is inside darkness, as a bonus action he can turn invisible and teleport up to 60 ft as long as the destination is also in darkness. Legendary Actions Deathmaster Snikch has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Deathmaster Snikch regains his legendary actions at the start of his turn. Dissappear (3 Actions): Deathmaster Snikch uses his Cloak of Shadows. Dash: Deathmaster Snikch moves up to twice his movement speed without provoking attacks of opportunity. Hide: Deathmaster Snikch moves up to half his movement speed and uses the hide action. Actions Multiattack Deathmaster Snikch makes 2 attacks with its Poisoned Blades or Shuriken. Poisoned Blades. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit 11 (1d10 +6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. Shuriken. Ranged Weapon Attack: +8 to hit, range (20/40) ft, one target. Hit 10 (1d8 +6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Clan Moulder Troops Packmaster "The Giant Rats and Rat Ogres of Clan Moulder are driven and controlled by Skaven who show a talent for mastering beasts. They are called Packmasters, and the skill they display when controlling their foul pets is without compare. Wielding whips, the Packmasters steer their charges into the enemy formations in which they can cause the most damage." —Steffan Paulus Adelhof, Scholar of Wolfenburg. Packmaster Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 40(4d8 + 22)

40(4d8 + 22) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 8 (-1) 8 (-1) 14 (+2) 7 (-2) Skills Intimidation +6, Stealth +4

Intimidation +6, Stealth +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 1/4 (50 XP) Scurry Away! The Packmaster can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. The 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. Sunlight Sensitivity. While in sunlight, the Packmaster has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ''Encourager.'' Any creature with the War Beast trait ignores the check to rampage while a Packmaster is within 100 ft of the creature. Actions Thorned Whip. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 5 (1d4 + 2) piercing damage. Beasts not included These specially trained Skaven are experts at goading their charges - ferocious, half-mad creatures who can turn and attack with no warning. For this reason, Packmasters are themselves cagey and fierce warriors or, if they are not, they quickly end up as another meal for their merciless packs. It is common practice for Clan Moulder to sell both beast packs and Packmaster handlers to the highest bidder. In this way, Packmasters leave Hell Pit to serve under Warlord clans across the globe. Some clans, not fully trusting Clan Moulder, will buy beast packs but insist on supplying their own Packmasters. Goading such creatures into battle is an exact science, and many clans who attempt their own handling are soon after savaged by their own rat-beasts. Some few clans, notably Clan Krizzor of the Dark Lands, have an affinity for developing their own Packmasters, but none save Clan Moulder produce enough to sell to other clans. The whip is a favoured weapon and beast-driving tool, and Packmasters quickly learn to become experts with the long lash. A Packmaster is adept at using his whip to direct the feral packs, or, when engaged in combat, to snap the weapon at the enemy - attacking over the heads of Giant Rats or between the hulking Rat Ogres. Those that can afford such luxuries can upgrade their whips to something that delivers even more pain.

Giant Rat "Vermin of any stripe are bad. They devour the grain stored for lean times or get into the seed. It’s natural for farmers to make up stories about the worst vermin, just like fishing stories they are. Each one gets bigger in the telling and a rat that was once the length of a forearm grows to pony size in the end. I’ve heard tell of rats bigger than wolves and twice as mean hunting down villagers and such. Rubbish. Oh, there’s big rats aplenty in the north, and I’d allow that one or two may have been touched by Chaos, but how many could there possibly be?" —Kastar Handlin, Travelling Merchant. The Giant Rat is a staple product of Clan Moulder bio-engineering, who long ago unlocked the secrets of growing, mutating, and surgically augmenting typical rats into the ferocious predators they are well known for today. At a distance these creatures might be mistaken for large dogs, but on closer inspection their foul and unnatural disposition is all too clear. Like their smaller cousins, Giant Rats have hairless tails and feet, but unlike their natural brethren, Giant Rats exhibit rampant signs of severe mutation and the diabolic grafting so frequent in Clan Moulder-made beasts. Many Giant Rats have additional heads, sets of extra limbs, multiple tails, or even more monstrous additions. Spines, spikes, tusk-like incisors, or vast hunches of bony plates can be almost commonplace, while some of the more grotesque creations have exposed ribs, enormous mounds of throbbing buboes, or worse. Giant Rats have even been seen walking upright in parody of man, or gifted with odd technical parts such as wheels or mace-enhanced tails. Regardless of their bewildering variations, all Giant Rats are vicious, wicked, and eternally hungry. Giant Rat Medium Monstrosity, Chaotic Evil Armor Class 13

13 Hit Points 32(4d8 + 14)

32(4d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 6 (-2) 5 (-2) 10 (+0) Skills Stealth +5

Stealth +5 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 16

darkvision 60 ft., Passive Perception 16 Languages Queekish, Common

Queekish, Common Challenge 1/4 (50 XP) Pack Tactics. The Giant Rat 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. Sunlight Sensitivity. While in sunlight, the Giant Rat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) piercing damage. Horrific Variance There is more than one way to make a Giant Rat, many mutations can take place. Bony plates; The Giant Rat's AC becomes 14.

Two headed; The Giant Rat can use its Bite attack twice.

Extra Meat; The Giant Rats hit points becomes 75 (6d8 +48) Each rat can take only one mutation and it becomes CR1 if it is mutated.

Rat Ogre "Not truly Skaven, the Rat Ogres, but they are aberrations nonetheless. I have seen but one in my travels and it is a memory that I hide even from myself. Bred in the pits of the Master Moulders, no two Rat Ogres are the same, yet they share enough similarities to be easily identified. When driven by Moulder’s Packmasters, Rat Ogres are effective weapons of war. If left to their own devices, however, they are just as likely to feed on nearby offal as to kill the Skaven or their enemies." —Steffan Paulus Adelhof, Scholar of Wolfenburg Not Just Big Rats Rat Ogres are massive hulking monstrosities that represent the very pinnacle of Clan Moulder ingenuity, a lethal killing-machine beast that combines the inhumane reflexes of a Skaven with the brawn and size of an Ogre. Though many would be mistaken otherwise, Rat Ogres are not a separate breed of the Skaven race, rather Rat Ogres are creatures born from the fusion of crossbreeding different types of horrific creatures with Skaven blood, and surgically augmenting what is left. While Clan Moulder certainly succeeded in creating deadly war beasts, Rat Ogres are arguably flawed creatures, bereft of reason and nearly devoid of sanity. Their unlikely genesis has left them utterly dependent upon their creators for any kind of mental faculty and they are literally incapable of functioning without the direction of another's will. Their small brains are as such devoted singularly to the pursuit of fighting, tearing and simply enacting wanton bloodshed. Once a potential Rat Ogre is born, the creature is subjected to a long series of experiments intended to encourage traits that their creators favour, such as overwhelming bloodlust, mindless ferocity and unnatural loyalty. Many of them may indeed have Ogre blood in their long and varied ancestry, though none but the eldest Master Mutators could say. They generally appear to be massively over-muscled Skaven standing some 10 feet tall at the shoulder, though many of them are grossly misshapen, and may have grafts, both metal and flesh, fused to their bodies. Though they all share similarities, no two Rat Ogres are physically identical. Mutations bred into the creatures by the Master Moulders give them a variety of different shapes, sizes, and capabilities. Some are even surgically modified with implanted weapons, many of them experimental creations of Clan Skryre. Each Rat Ogre receives training, of a sort, which involves constant deadly duels with Clan Moulder’s other foul creations. Therein they learn to follow the guidance of their Packmasters and become used to the rigors of violent combat. They might also gain valuable insight into tactics and strategies, if they didn’t forget anything too complex after a day or so in their pens. Despite their physical boons, Rat Ogres are barely sentient. Without the constant supervision of Moulder’s Packmasters, a Rat Ogre would wander aimlessly about the battlefield, only stopping to grab a quick snack or to rip the throat from any living thing that was unlucky enough to attract its mercifully short attention. Rat Ogre Large Monstrosity, Chaotic Evil Armor Class 14

14 Hit Points 120(10d10 + 65)

120(10d10 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 2 (-4) 2 (-4) 6 (-2) Saving Throws Strength +10, Constitution +8

Strength +10, Constitution +8 Skills Athletics +8, Intimidation +8

Athletics +8, Intimidation +8 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 4 (1,100 XP) Pack Tactics. The Rat Ogre 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. Sunlight Sensitivity. While in sunlight, the Rat Ogre has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. War Beast. The Rat Ogre was created for war and has the potential to go on a rampage at slightest provocation. At the start of each of its turns roll a d20 on a 1-4 the Rat Ogre starts to rampage for 3 turns. At the start of each turn roll a d4 to see what the rat ogre does on its turn. 1 - Feast - The Rat Ogre runs to the nearest corpse and starts to feast, gaining 1d6+1 hp every turn it feasts for.

2 - Smash - The Rat Ogre attacks the nearest creature to it.

3 - Grab - The Rat Ogre attempts to grapple the nearest creature to it, if it already has a creature grappled it attacks it with advantage.

4 - Roar - The Rat Ogre roars to the sky, each creature within 15 ft of it and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Rat Ogre's Roar for the next 24 hours. Actions Multiattack The Rat Ogre makes 2 smash attacks. Smash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) bludgeoning damage.

Bonebreaker Ogres But Bigger and Better The Bonebreaker strain is created by taking a Rat Ogre and submerging the stitched monstrosity in a vat of growth agents for months. It takes thousands of slaves dying horrible deaths to produce enough growing juices to fill the vat, but it is easily offset by the asking price for the muscle-bound behemoths. When it emerges from its forced chemical immersion the Bonebreaker is a prodigiously proportioned Rat Ogre, so bulked out that its upper body is hunched over, straining to contain such massed brawn. A braced platform, strapped or bolted onto the creature's back, allows a Warlord to ride atop a Rat Ogre Bonebreaker. When mounted atop such a beast a Warlord becomes pride-swollen and behaves more arrogantly than ever. Rat Ogre Bonebreaker Huge Monstrosity, Chaotic Evil Armor Class 15

15 Hit Points 164(12d10 + 98)

164(12d10 + 98) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 2 (-4) 2 (-4) 6 (-2) Saving Throws Strength +12, Constitution +8

Strength +12, Constitution +8 Skills Athletics +10, Intimidation +10

Athletics +10, Intimidation +10 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 14

darkvision 60 ft., Passive Perception 14 Languages Queekish, Common

Queekish, Common Challenge 7 (2,900 XP) Pack Tactics. The Rat Ogre 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. Sunlight Sensitivity. While in sunlight, the Rat Ogre has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. War Beast. The Rat Ogre was created for war and has the potential to go on a rampage at slightest provocation. At the start of each of its turns roll a d20 on a 1-4 the Rat Ogre starts to rampage for 3 turns. At the start of each turn roll a d4 to see what the rat ogre does on its turn. 1 - Feast - The Rat Ogre runs to the nearest corpse and starts to feast, gaining 1d6+1 hp every turn it feasts for.

2 - Smash - The Rat Ogre attacks the nearest creature to it.

3 - Grab - The Rat Ogre attempts to grapple the nearest creature to it, if it already has a creature grappled it attacks it with advantage.

4 - Roar - The Rat Ogre roars to the sky, each creature within 15 ft of it and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Rat Ogre's Roar for the next 24 hours. Actions Multiattack The Rat Ogre makes 2 smash attacks. Smash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 22 (3d10 + 5) bludgeoning damage.

Hell-Pit Abomination The Ultimate Biological Weapon The creature is a mountain of misshapen flesh that 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 fluidpumps have been grafted into the beast to ensure it moves at optimal speed and that 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. In battle, an Abomination sent loose against the enemy is an unstoppable juggernaut. Many foes will flee from the unnatural sight of a Hell Pit Abomination long before the creatures gets close. With a horrifying slither and shamble, the creature propels itself across the battlefield, rearing up to a towering height before it hits the enemy line like a thunderbolt. Vast boulder-sized fists smash aside shield walls and send foes flying, while hungry jaws snap and greedily devour the broken victims. 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-Pitt Abomination Gargantuan Monstrosity, Chaotic Evil Armor Class 19

19 Hit Points 452(19d20 + 252)

452(19d20 + 252) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 28 (+9) 2 (-4) 2 (-4) 6 (-2) Saving Throws Strength +15, Dexterity +10, Constitution +16

Strength +15, Dexterity +10, Constitution +16 Skills Athletics +15, Intimidation +13

Athletics +15, Intimidation +13 Damage Immunities Poison

Poison Condition Immunities Poisoned, Frightened, Stunned, Grappled, Restrained, Paralyzed

Poisoned, Frightened, Stunned, Grappled, Restrained, Paralyzed Senses darkvision 60 ft., Passive Perception 16

darkvision 60 ft., Passive Perception 16 Languages Queekish, Common

Queekish, Common Challenge 23 (50,000 XP) Legendary Resistance (3/Day). If Hell-Pitt Abomination fails a saving throw, he may choose to succeed instead. Pack Tactics. The Hell-Pitt Abomination 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. Sunlight Sensitivity. While in sunlight, the Hell-Pitt Abomination has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. War Beast. The Hell-Pitt Abomination was created for war and has the potential to go on a rampage at slightest provocation. At the start of each of its turns roll a d20 on a 1-4 the Hell-Pitt Abomination starts to rampage for 3 turns. At the start of each turn roll a d4 to see what the Hell-Pitt Abomination does on its turn. 1 - Feast - The Hell-Pitt Abomination runs to the nearest corpse and starts to feast, gaining 1d12+10 hp every turn it feasts for.

2 - Smash - The Hell-Pitt Abomination attacks the nearest creature to it.

3 - Grab - The Hell-Pitt Abomination attempts to grapple the nearest creature to it, if it already has a creature grappled it attacks it with advantage.

4 - Overrun - The Hell-Pitt Abomination dashes at the largest group of cratures withing movement range, it can move through the creatures spaces and if it does each creature must make a DC 18 Dexterity saving throw taking 4d10 bludgeoning damage and being knocked prone on a failure or taking half damage on a success and not being knocked prone. Regeneration. The Hell-Pitt Abomination regains 30 Hit Points at the start of its turn. If the Hell-Pitt Abomination takes radiant or fire damage, this trait doesn't function at the start of the Hell-Pitt Abomination's next turn. Too Horrible to Die If the Hell-Pitt Abomination is reduced to 0 Hit Points it makes a DC 10 Constitution saving throw, regaining 1 Hit Point on a success. Each time this feature is used the DC increases by 5. It resets to DC 10 each day at dawn. Legendary Actions Hell-Pitt Abomination has can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Hell-Pitt Abomination regains his legendary actions at the start of his turn. Charge: The Hell-Pitt Abomination moves up to its movement speed towards an enemy creature and makes a smash attack. Tail attack (2 actions): The Hell-Pitt Abomination makes a Tail attack. Dash: The Hell-Pitt Abomination moves up to its movement speed without provoking opportunity attacks. Actions Multiattack The Hell-Pitt Abomination makes 2 smash attacks. Tail Melee Weapon Attack: +10 to hit, reach 15ft., two targets within 5 feet of each other. Hit 21 (2d12 + 8) piercing damage. Smash. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 25 (3d10 + 8) bludgeoning damage. Crush. The Hell-Pitt Abomination raises itself up and then comes crashing down on everything in front of it. All creatures in a 10ft wide, 20ft long area make a DC 20 Dexterity saving throw, taking 52 (8d12) bludgeoning damage on a failed save, or half as much damage on a successful one. Frightful Presence. Each creature of the Hell-Pitt Abomination's choice that is within 120 feet of the Hell-Pitt Abomination and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Hell-Pitt Abomination's Frightful Presence for the next 24 hours.

Skweel Gnawtooth They are just pets! Skweel Gnawtooth is perhaps one of the greatest Packmasters within Clan Moulder. Skweel was a runt - a death warrant among Skaven litters. In the daily competition to live, however, Skweel could count on unlikely allies to aid his undersized cause. His comrades were not Skaven, but common rats. Skweel had a natural affinity with beasts and was often accompanied by a rippling horde of vermin. It wasn't long before the Master Moulders took note of the dread Skweel commanded amongst his fellows, as any who stood in his way disappeared into the tunnels, pulled into the darkness by rat hordes. When Skweel was given a chance in the pens with the larger beasts, he was not mauled, as are most newcomers. Instead, from that day on, Skweel was trained to become a Packmaster, a task he took to with zeal. The majority of Packmasters seem to drive their charges but Skweel seems to guide creatures, rather than simply lashing them forward. To Skweel, Giant Rats and Rat Ogres are not barely controlled feral beasts, but trained animals eager to do their master's bidding. After a successful hunt, it is not unknown for the brutes to present Skweel with choice pieces to feed upon. Even new breeds buckle under Skweel's commands. Wolf Rats, Hyper-gland Rat Ogres, specially bred siege-beasts, all are bent to Skweel's will. Only the mindless Hell-Pit Abominations seem immune to Skweel's mastery. Skweel's ability to control dangerous packs makes him invaluable. Lord Verminkin will only release Skweel's services to the highest bidder, and only for a limited time. Skweel has led sniffer-beasts hunting rogue Assassins, packs of Black-rage enhanced Rat Ogres aiding Clan Mors in the Dark Lands, and a Tunneling Gnawbeast into a Dwarf stronghold, but Skweel always returns to Hell Pit, ready for his next assignment. Skweel Gnawtooth Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 139(12d8 + 85)

139(12d8 + 85) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 8 (-1) 8 (-1) 16 (+3) 7 (-2) Skills Intimidation +6, Stealth +4

Intimidation +6, Stealth +4 Damage Immunities Poison

Poison Condition Immunities Poisoned

Poisoned Senses darkvision 60 ft., Passive Perception 13

darkvision 60 ft., Passive Perception 13 Languages Queekish, Common

Queekish, Common Challenge 4 (1,100 XP) Scurry Away! Skweel Gnawtooth can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. Skweel Gnawtooth has advantage on an attack roll against a creature if at least one of the Skweel Gnawtooth's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, Skweel Gnawtooth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of this creature. ''Encourager.'' Any creature with the War Beast trait ignores the check to rampage while Skweel Gnawtooth is within 200 ft of the creature. Uncanny Dodge. When an attacker that Skweel Gnawtooth can see hits him with an attack, he can use his reaction to halve the attack’s damage against him. Evasion. Skweel Gnawtooth can nimbly dodge out of the way of certain area effects. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Actions Multiattack. Skweel Gnawtooth can attack with his Thorned Whip 3 times. Thorned Whip. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit 7 (1d8 + 2) piercing damage. Incite. One Creature within 15ft of Skweel Gnawtooth with the War Beast trait makes a single attack against the closest hostile creature to it.

Throt the Unclean Mutated Mutator Throt the Unclean is one of the most twisted and ingenious Master Mutators of Clan Moulder and has exploited that success to position himself as one of the nine Lords of Hell Pit. The effects of a lifetime's work with warpstone can be seen, as bone spines protrude out of Throt's back and a third arm sprouts out of his bloated, but powerful frame. His left eye, torn from its socket in a struggle with a rival, has been replaced with a shard of warpstone crudely hammered into place, feeding its baleful influence directly into Throt's brain. Over several self-developmental experiments, Throt has rapidly sped up his metabolism and now grows ravenously hungry after exertion. He requires constant nourishment and gluttonously crams tremendous amounts of food into his eternally unsatisfied gut. It is the Black Hunger, only worse. Eating more than four times his own body weight daily, Throt maintains such a pace to avoid being ravaged by his own warp-enhanced constitution. Surly at the best of times, when deprived of food (meaning the instant he stops chewing) Throt becomes mindlessly ferocious. Throt's rise to power has been marked by an ability to create and lead to battle any number of bloodthirsty creatures, along with a knack for capturing new beasts on which to experiment. Whether it is obtaining Blindwyrms, discovering the applications for Trollspleen, or cultivating the best "growing juices" to increase the size of Rat Ogres, few can match the deeds of Throt. Throt is active in advancing Clan Moulder's status and it is not unusual to find Throt, accompanied by packs of war-beasts, joining many Skaven battles. When Throt personally joins the fight he wields Creature-killer, a modified things-catcher of his own design that can grab and throttle beasts the size of even a Rat Ogre. Additionally, Throt carries the Whip of Domination, a special whip made from Minotaur-hide and cured in Troll digestive juices. Even the hunchbacked and mutated things that scuttle throughout the warrens of Hell Pit fear its stinging pain. Creature-Killer - Throt fights with both a blade and creature-killer, a large man-catcher device specially designed to capture and break the necks of any creature caught between its prongs. Whip of Damnation - In his third hand, Throt brandishes a whip which he uses to goad his expirements or slash at his victims with deadly expertise.

Throt the Unclean Medium Humanoid (Skaven), Chaotic Evil Armor Class 18

18 Hit Points 295(34d8 + 142)

295(34d8 + 142) Speed 35ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 20 (+5) 14 (+2) 20 (+5) 12 (+1) Saving Throws Con +10 Wis +12 Dex +8

Con +10 Wis +12 Dex +8 Skills Arcana +10 History +10 Religion +12 Stealth +6

Arcana +10 History +10 Religion +12 Stealth +6 Damage Immunities Poison

Poison Condition Immunities Poisoned, Frightened, Charmed

Poisoned, Frightened, Charmed Senses darkvision 60 ft., Passive Perception 18

darkvision 60 ft., Passive Perception 18 Languages Queekish, Common

Queekish, Common Challenge 19/20(With War Beasts) (22,000/25,000 XP) Legendary Resistance (3/Day). If Throt the Unclean fails a saving throw, he may choose to succeed instead. Scurry Away! Throt the Unclean can use the disengage action as a bonus action and when they do so their movement speed is doubled as long as they are running away from any opponents. Pack Tactics. Throt the Unclean has advantage on an attack roll against a creature if at least one of Throt the Unclean's allies is within 5 feet of the creature and the ally isn't incapacitated. Wreched Wrangler. Allies with the Fearful feature automatically succeed the check against fleeing while within 100 ft of this creature. ''Encourager.'' Any creature with the War Beast trait ignores the check to rampage while Throt the Unclean is within 200 ft of the creature. Spellcasting. Throt the Unclean is a 18th level spellcaster. Its spellcasting abillity is Wisdom (spell save DC 20, +11 to hit with spell attacks). Throt the Unclean has the following Wizard spells prepared: Cantrips (at will):Acid Splash, Poison Spray, Shocking Grasp 1st level (4 slots):Expeditious Retreat, Fog Cloud, Sleep 2nd level (3 slots):Alter Self, Ray of Enfeeblement, Hold Person 3rd level (3 slots):Fear, Haste 4th level (3 slots):Blight, Mordenkainen's Faithful Hound 5th level (3 slots):Dominate Person, Hold Monster 6th level (1 slot):Chain Lightning, Disintegrate 7th level (1 slot):Finger of Death, Forcecage 8th level (1 slot): Antipathy Sympathy, Dominate Monster 9th level (1 slot): Shapechange Actions Multiattack. Throt the Unclean can attack once with his Blade, once with Creature Killer and once with The Whip of Damnation. Blade. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (1d12 + 9) piercing damage and 13 (2d12) poison damage. Creature Killer Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 22 (2d12 + 9) piercing damage. The creature becomes grappled by Throt the Unclean (escape DC 17), while grappled in this way a creature takes 14 (3d8) piercing damage at the start of its turn, only one crature can be grappled at a time in this way. Whip of Damnation Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 14 (1d8 + 9) slashing damage and must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Whip of Damnation's Frightened effect for the next 24 hours. Legendary Actions Throt the Unclean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Throt the Unclean regains his legendary actions at the start of his turn. Cantrip: Throt the Unclean casts a cantrip. Crack the Whip (Costs 2 Actions): Throt the Unclean cracks the Whip of Damnation at a creature with the War Beast feature that can see or hear him, that creature then makes an attack on the nearest hostile creature to it. Insatiable Hunger: Throt the Unclean moves up to his movement speed towards the nearest corpse, not provoking opportunity attacks along the way. If he makes it to a corpse he begins to gorge himself, regaining 3d10 hp now and a further 3d10 hp at the start of his turn if he doesnt take any damage before then.

Clan Skryre Troops Poisoned-Wind Globadier "Clan Skryre fields troops that lob balls of poison into the ranks of their enemies. Those who succumb to these choking clouds die writhing upon the ground, drowning in their own bloody froth. Few who witness their assaults are unmoved by them, for their outlandish costumes and gas masks set the Globadiers apart from other Skaven. They are not merely enraged vermin who swing swords; instead, these faceless automatons are feared, merciless killers" —Steffan Paulus Adelhof, Scholar of Wolfenburg. Noxious Fumes The weapons of Clan Skryre are as limitless in their scope as they are dreadful in their menace. Some of the most horrifying are those that kill many enemies with only a little effort. The poison wind globes are one such weapon, and they are dispensed by an elite corps called the Globadiers. The Globadiers are trained in the uses of poisons, much like Eshin Assassins. Unlike the adepts of Clan Eshin, these Skaven instead focus their training upon toxins that can kill many enemies at once. The vapours that swim within poison wind globes are carried on the fickle winds of the battlefield and into the lungs of the enemy and, sometimes, into those of allies as well. Poisoned Wind Globes are crafted out of glass or crystal orbs filled with noxious warpstone gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain. To breath the gases would mean imminent and painful death by means of suffocation. For this reason, Globadiers wear unique protective gear which allows them to breathe these and other poisonous fumes without ill effect. Not only do the gas masks protect the Globadiers, but they lend each one a menacing appearance. They are used in battle to decimate large units. Once their poisonous cargo has been unleashed, they draw their blades and wade into the mass of their writhing victims to cut the throats of those who still claim some semblance of life. Without any gear to protect themselves from the fumes, both enemy and allies alike would die in a matter of seconds. Poisoned-Wind Globadier Medium Humanoid (Skaven), Chaotic Evil Armor Class 13

13 Hit Points 110(11d8 + 60)

110(11d8 + 60) Speed 35ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 8 (-1) 8 (-1) 14 (+2) 7 (-2) Skills Intimidation +6

Intimidation +6 Damage Immunities Acid, Poison

Acid, P