ZenBear
2018-07-26, 08:22 PM
I'm incorporating the Skaven (http://warhammerfantasy.wikia.com/wiki/Skaven) of Warhammer into my custom setting (http://www.giantitp.com/forums/showthread.php?562595-Dwarves-Gnomes-and-Halflings-oh-my!) for my campaign (http://www.giantitp.com/forums/showthread.php?563227-Heroes-of-Westeros-2-0). They've already made their first appearance, taking the place of Goblins in the Phandelver adventure. They have gone through a couple revisions since I ran them, and this is what I have so far. At this point only the Slaves, Clanrats and a low level Plague Priest have appeared.
Skaven Slave (http://warhammerfantasy.wikia.com/wiki/Slave_Rat)
AC: 12
HP: 7 (2d6)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 10 (0)
INT 8 (-1) WIS 12 (+1) CHA 6 (-2)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Cowardly Wretch: The Skaven Slave has disadvantage on saving throws against being frightened unless lead by more a powerful Skaven.
Shortsword: +4, 5(1d6+2)
Sling: +4, 4(1d4+2), 30/120 ft.
Bite: +4, 4(1d4+2)
Clanrat (http://warhammerfantasy.wikia.com/wiki/Clanrat)
AC: 14 (hide armor) 16 (shield)
HP: 20 (4d6+4)
Speed: 30 ft.
STR 12 (+1) DEX 14 (+2) CON 12 (+1)
INT 10 (0) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spear: +4, 5(1d6+2), reach
Spear (versatile): +4, 6(1d8+2), reach
Shortbow: +4, 5(1d6+2), 80/320 ft.
Bite: +4, 4(1d4+2)
Stormvermin (http://warhammerfantasy.wikia.com/wiki/Stormvermin)
AC: 16 (scale mail) 18 (+shield)
HP: 33 (6d6+12)
Speed: 30ft.
STR 14 (+2) DEX 14 (+2) CON 14 (+2)
INT 10 (0) WIS 12 (+1) CHA 10 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Martial Advantage: Once per turn, the Stormvermin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the Stormvermin that isn’t incapacitated.
Brave: The Stormvermin has advantage on saving throws against being frightened.
Multiattack: The Stormvermin makes two attacks with its glaive or longsword.
Glaive: +5, 7(1d10+2), reach
Longsword: +5, 6(1d8+2)
Longbow: +5, 6(1d8+2), 150/600 ft.
Night Runner (http://warhammerfantasy.wikia.com/wiki/Night_Runner)
AC: 16 (chain shirt)
HP: 27 (6d6+6)
Speed: 30 ft.
STR 12 (+1) DEX 16 (+3) CON 12 (+1)
INT 10 (0) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Nimble Escape: The Skaven can take the Disengage or Hide action as a Bonus Action on each of its turns.
Two-Weapon Fighting: When the Night Runner engages in two-weapon fighting, it adds it's DEX modifier to the damage of the second Attack.
Pounce: If the Night Runner moves at least 20 ft. straight toward a creature and then hits it with a shortsword attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.
Multiattack: The Night Runner makes two melee attacks with its shortswords, and may make one additional melee attack with its bonus action.
Shortswords: +6, 8(1d6+3[+1d4 poison])
Shortbow: +6, 8(1d6+3[1d4 poison]), 80/320 ft.
Poison-Wind Globadier (http://warhammerfantasy.wikia.com/wiki/Poisoned-Wind_Globadier)
AC: 12 (robes)
HP: 33 (6d6+12)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 14 (+2)
INT 14 (+2) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Poison-Wind Globe: The Globe creates a 20-foot-radius sphere of yellow, nauseating gas centered on a point within 30 ft. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 3 rounds. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 2 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. DC 13, recharge 5-6.
Dagger: +5, 4(1d4+2)
Plague Priest (http://warhammerfantasy.wikia.com/wiki/Plague_Priest)
AC: 14 (hide armor)
HP: 55 (10d6+20)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 14 (+2)
INT 10 (0) WIS 16 (+3) CHA 10 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Redirect Attack: When a creature the Skaven can see targets it with an attack, the Skaven chooses another Skaven within 5 feet of it. The two Skaven swap places, and the chosen Skaven becomes the target instead.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Divine Strike: Once on each of the Plague Priest's turns when it hits a creature with a weapon Attack, it can cause the Attack to deal an extra 4(1d8) poison damage to the target.
Scythe: +6, 11(1d10+2[+1d8 poison])
Spellcasting:
0: Infestation, Poison Spray, Thaumaturgy
1: Bane, Ray of Sickness
2: Blindness/Deafness, Ray of Enfeeblement
3: Bestow Curse, Stinking Cloud
4: Blight, Sickening Radiance
5: Cloudkill, Contagion
Plague Monk (warhammerfantasy.wikia.com/wiki/Plague_Monk)
AC: 16 (Unarmored Defense)
HP: 39 (6d6+18)
Speed: 30 ft.
STR 10 (0) DEX 16 (+3) CON 16 (+3)
INT 8 (0) WIS 12 (+1) CHA 8 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Aggressive: As a bonus action, the Skaven can move up to its speed toward a hostile creature that it can see.
Unarmored Defense: While the Skaven is not wearing any armor, its Armor Class equals 10 + its Dexterity modifier + its Constitution modifier.
Relentless Endurance: When the Skaven is reduced to 0 Hit Points, it can drop to 1 hit point instead. The Skaven can't use this feature again until it finishes a long rest.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Two Weapon Fighting: When the Plague Monk engages in two-weapon fighting, it adds it's DEX modifier to the damage of the second Attack.
Multiattack: The Night Runner makes two melee attacks with its scimitars, and may make one additional melee attack with its bonus action.
Scimitars: +6, 8(1d6+3[+1d4 poison])
Bite: +6, 5(1d4+3)
The Skaven Slaves form the foundation upon which I built all the others. Each type builds on that framework with new abilities and better equipment to fit their place in the army. The Slaves charge forward and swarm their foes, dying in droves. The Clanrats fight behind them with their reach weapons (personal house rule spears are finesse and reach, lose thrown). Stormvermin form the elite reserve, hacking down the tougher foes through the horde. Night Runners skirt the edge of the fight pouncing on squishy targets. Globadiers hurl their poison without much regard for collateral damage to the Slaves. Priests lead the army and cripple their foes so their weak underlings can bring them down. Monks are berserk warriors that shrug off fatal blows in their mad fervor.
There are a few elements that I'm still flexible on. I might increase the hit die size of Stormvermin and Plague Monks if they need to be tougher. Poison Resistance on Globardiers, Priests and Monks could possibly be upgraded to immunity, but I'm not sure that fits. It doesn't entirely fit their lore since Monks in particular intentionally infect themselves with disease.
I'm not sure how to calculate CR, or just how dangerous a horde of these guys can be with advantage being so prevalent even amongst the lowliest Slaves, but I'm building off of the Goblin and Kobold chassis so I hope it's not too crazy.
Thoughts, suggestions and advice would be much appreciated!
Skaven Slave (http://warhammerfantasy.wikia.com/wiki/Slave_Rat)
AC: 12
HP: 7 (2d6)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 10 (0)
INT 8 (-1) WIS 12 (+1) CHA 6 (-2)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Cowardly Wretch: The Skaven Slave has disadvantage on saving throws against being frightened unless lead by more a powerful Skaven.
Shortsword: +4, 5(1d6+2)
Sling: +4, 4(1d4+2), 30/120 ft.
Bite: +4, 4(1d4+2)
Clanrat (http://warhammerfantasy.wikia.com/wiki/Clanrat)
AC: 14 (hide armor) 16 (shield)
HP: 20 (4d6+4)
Speed: 30 ft.
STR 12 (+1) DEX 14 (+2) CON 12 (+1)
INT 10 (0) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spear: +4, 5(1d6+2), reach
Spear (versatile): +4, 6(1d8+2), reach
Shortbow: +4, 5(1d6+2), 80/320 ft.
Bite: +4, 4(1d4+2)
Stormvermin (http://warhammerfantasy.wikia.com/wiki/Stormvermin)
AC: 16 (scale mail) 18 (+shield)
HP: 33 (6d6+12)
Speed: 30ft.
STR 14 (+2) DEX 14 (+2) CON 14 (+2)
INT 10 (0) WIS 12 (+1) CHA 10 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Martial Advantage: Once per turn, the Stormvermin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the Stormvermin that isn’t incapacitated.
Brave: The Stormvermin has advantage on saving throws against being frightened.
Multiattack: The Stormvermin makes two attacks with its glaive or longsword.
Glaive: +5, 7(1d10+2), reach
Longsword: +5, 6(1d8+2)
Longbow: +5, 6(1d8+2), 150/600 ft.
Night Runner (http://warhammerfantasy.wikia.com/wiki/Night_Runner)
AC: 16 (chain shirt)
HP: 27 (6d6+6)
Speed: 30 ft.
STR 12 (+1) DEX 16 (+3) CON 12 (+1)
INT 10 (0) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Nimble Escape: The Skaven can take the Disengage or Hide action as a Bonus Action on each of its turns.
Two-Weapon Fighting: When the Night Runner engages in two-weapon fighting, it adds it's DEX modifier to the damage of the second Attack.
Pounce: If the Night Runner moves at least 20 ft. straight toward a creature and then hits it with a shortsword attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.
Multiattack: The Night Runner makes two melee attacks with its shortswords, and may make one additional melee attack with its bonus action.
Shortswords: +6, 8(1d6+3[+1d4 poison])
Shortbow: +6, 8(1d6+3[1d4 poison]), 80/320 ft.
Poison-Wind Globadier (http://warhammerfantasy.wikia.com/wiki/Poisoned-Wind_Globadier)
AC: 12 (robes)
HP: 33 (6d6+12)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 14 (+2)
INT 14 (+2) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Poison-Wind Globe: The Globe creates a 20-foot-radius sphere of yellow, nauseating gas centered on a point within 30 ft. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 3 rounds. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 2 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. DC 13, recharge 5-6.
Dagger: +5, 4(1d4+2)
Plague Priest (http://warhammerfantasy.wikia.com/wiki/Plague_Priest)
AC: 14 (hide armor)
HP: 55 (10d6+20)
Speed: 30 ft.
STR 10 (0) DEX 14 (+2) CON 14 (+2)
INT 10 (0) WIS 16 (+3) CHA 10 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Redirect Attack: When a creature the Skaven can see targets it with an attack, the Skaven chooses another Skaven within 5 feet of it. The two Skaven swap places, and the chosen Skaven becomes the target instead.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Divine Strike: Once on each of the Plague Priest's turns when it hits a creature with a weapon Attack, it can cause the Attack to deal an extra 4(1d8) poison damage to the target.
Scythe: +6, 11(1d10+2[+1d8 poison])
Spellcasting:
0: Infestation, Poison Spray, Thaumaturgy
1: Bane, Ray of Sickness
2: Blindness/Deafness, Ray of Enfeeblement
3: Bestow Curse, Stinking Cloud
4: Blight, Sickening Radiance
5: Cloudkill, Contagion
Plague Monk (warhammerfantasy.wikia.com/wiki/Plague_Monk)
AC: 16 (Unarmored Defense)
HP: 39 (6d6+18)
Speed: 30 ft.
STR 10 (0) DEX 16 (+3) CON 16 (+3)
INT 8 (0) WIS 12 (+1) CHA 8 (0)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Aggressive: As a bonus action, the Skaven can move up to its speed toward a hostile creature that it can see.
Unarmored Defense: While the Skaven is not wearing any armor, its Armor Class equals 10 + its Dexterity modifier + its Constitution modifier.
Relentless Endurance: When the Skaven is reduced to 0 Hit Points, it can drop to 1 hit point instead. The Skaven can't use this feature again until it finishes a long rest.
Poison Resistance: The Skaven has advantage on saving throws against poison and disease, and is resistant to poison damage.
Two Weapon Fighting: When the Plague Monk engages in two-weapon fighting, it adds it's DEX modifier to the damage of the second Attack.
Multiattack: The Night Runner makes two melee attacks with its scimitars, and may make one additional melee attack with its bonus action.
Scimitars: +6, 8(1d6+3[+1d4 poison])
Bite: +6, 5(1d4+3)
The Skaven Slaves form the foundation upon which I built all the others. Each type builds on that framework with new abilities and better equipment to fit their place in the army. The Slaves charge forward and swarm their foes, dying in droves. The Clanrats fight behind them with their reach weapons (personal house rule spears are finesse and reach, lose thrown). Stormvermin form the elite reserve, hacking down the tougher foes through the horde. Night Runners skirt the edge of the fight pouncing on squishy targets. Globadiers hurl their poison without much regard for collateral damage to the Slaves. Priests lead the army and cripple their foes so their weak underlings can bring them down. Monks are berserk warriors that shrug off fatal blows in their mad fervor.
There are a few elements that I'm still flexible on. I might increase the hit die size of Stormvermin and Plague Monks if they need to be tougher. Poison Resistance on Globardiers, Priests and Monks could possibly be upgraded to immunity, but I'm not sure that fits. It doesn't entirely fit their lore since Monks in particular intentionally infect themselves with disease.
I'm not sure how to calculate CR, or just how dangerous a horde of these guys can be with advantage being so prevalent even amongst the lowliest Slaves, but I'm building off of the Goblin and Kobold chassis so I hope it's not too crazy.
Thoughts, suggestions and advice would be much appreciated!