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Zan101
2016-12-15, 11:21 AM
Skaven Slaves
Small Humanoid (skaven), neutral evil
Armor Class: 10
Hit Points: 5
Speed: 30 ft.
Str 7(-2);Dex 15(+2);Con 11(+0);Int 2(-5);Wis 10(+0);Cha 4(-4)
Sense: Darkvision 60 ft., Passive Perception 10
Languages: Skaven
Challenge: 1/16 (10 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Skaven Slaves have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Smell: Skaven Slaves has advantage on Wisdom (Perception) checks that rely on smell.
• Pact Tactics: Skaven Slaves has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Attacks:
• Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d4+2 piercing damage.

Clanrats
Small Humanoid (skaven), neutral evil
Armor Class: 12
Hit Points: 7
Speed: 30 ft.
Str 7(-2);Dex 15(+2);Con 11(+0);Int 9(-1);Wis 10(+0);Cha 8(-1)
Sense: Darkvision 60 ft. Passive Perception 10
Languages: Skaven
Challenge: 1/8 (25 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Clanrat has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Smell: Clanrat has advantage on Wisdom (Perception) checks that rely on smell.
• Pact Tactics: Clanrat has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Attacks:
• Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d4+2 slashing damage.
• Crossbow: Ranged Weapon: +4 to hit, range 30/120 ft., one target. Hit 1d4+2 piercing damage.

Stormvermin
Small Humanoid (skaven), neutral evil
Armor Class: 15 (leather/shield)
Hit Points: 7
Speed: 30 ft.
Str 8(-1);Dex 14(+2);Con 10(+0);Int 10(+0);Wis 10(+0);Cha 8(-1)
Skills: Stealth +3
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Skaven, Common
Challenge: Ό (50 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Stormvermin has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Smell: Stormvermin has advantage on Wisdom (Perception) checks that rely on smell.
• Pact Tactics: Stormvermin has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Attacks:
• Multiattack: Stormvermin can make one bite and one shortsword attack.
• Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d4+2 piercing damage.
• Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d6+2 slashing damage.
• Crossbow: Ranged Weapon: +4 to hit, range 30/120 ft., one target. Hit 1d4+2 piercing damage.

Night Runners
Medium Humanoid (skaven), neutral evil
Armor Class: 14 (hide)
Hit Points: 16
Speed: 30 ft.
Str 11(+0);Dex 14(+2);Con 12(+1);Int 11(+0);Wis 13(+1);Cha 11(+0)
Skills: Stealth +3
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 60 ft.; Passive Perception 15
Languages: Skaven, Common
Challenge: 1/2 (100 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Night Runner has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Hearing and Smell: Night Runner has advantage on Wisdom (Perception) checks that rely on hearing and smell.
• Pact Tactics: Night Runner has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Attacks:
• Multiattack: the Night runner makes two Melee Attacks or two Ranged Attacks
• Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d6+2 slashing damage.
• Shortbow: Ranged Weapon: +4 to hit, range 30/120 ft., one target. Hit 1d4+2 piercing damage.

Assassin
Medium Humanoid (skaven), neutral evil
Armor Class: 14 (hide)
Hit Points: 32
Speed: 30 ft.
Str 13(+1);Dex 14(+2);Con 15(+2);Int 11(+0);Wis 13(+1);Cha 11(+0)
Skills: Stealth +6, Survival +2
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 60 ft.; Passive Perception 11
Languages: Skaven, Common
Challenge: 1 (200 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Assassin has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Hearing and Smell: The Assassin has advantage on Wisdom (Perception) checks that rely on hearing and smell.
• Pact Tactics: The Assassin has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
• Surprise Attack: If the Assassin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
Attacks:
• Multiattack: The Assasin makes three Melee Attacks or one Ranged Attack.
• Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d6+2 piercing damage.
• Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d6+2 slashing damage.
• Crossbow: Ranged Weapon: +4 to hit, range 30/120 ft., one target. Hit 1d4+2 piercing damage.

Rat Ogres
Large Humanoid (skaven), neutral evil
Armor Class: 14 (hide)
Hit Points: 59
Speed: 30 ft.
Str 19(+4);Dex 8(-1);Con 16(+3);Int 5(-3);Wis 7(-2);Cha 7(-2)
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 60 ft.; Passive Perception 8
Languages: Skaven
Challenge: 2 (400 xp)
Traits:
• Sunlight Sensitivity: While in sunlight, the Rat Ogres has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Smell: Rat Ogres has advantage on Wisdom (Perception) checks that rely on smell.
Attacks: Rat Ogres make either a Bite or Slam Attack
• Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 2d4+4 piercing damage.
• Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 2d8+4 bludgeoning damage.

Chieftain
Medium Humanoid (skaven), neutral evil
Armor Class: 15 (studded leather)
Hit Points: 97
Speed: 30 ft.
Str 18(+4);Dex 16(+3);Con 16(+3);Int 11(+0);Wis 14(+2);Cha 14(+2)
Saving Throws: Con +6, Wis +5
Skills: Athletics +7, Intimidation +5, Perception +5, Stealth +6
Damage Immunities: Poison
Condition Immunities: Poison, Charmed
Sense: Darkvision 60 ft.; Passive Perception 15
Languages: Skaven, Common
Challenge: 5 (1,800 XP)
Traits:
• Sunlight Sensitivity: While in sunlight, the Chieftain has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
• Keen Hearing and Smell: The Chieftain has advantage on Wisdom (Perception) checks that rely on hearing and smell.
• Pact Tactics: The Chieftain has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
• Aggressive: As a bonus action, the Chieftain can move up to its speed toward a hostile creature that it can see.
• Ambusher: The Chieftain has advantage on attack rolls against any creature it has surprised.
• Relentless (Recharge after a Short or Long Rest): If the Chieftain takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
• Surprise Attack: If the Chieftain surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 4d6 damage from the attack.
Attacks:
• Multiattack; The Chieftain makes three Melee Attacks
• Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 1d6+4 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 1d10 hit points at the start of each of its turns due to a bleeding wound. Each time the Chieftain hits the wounded target with this attack, the damage dealt by the wound increases by 1d10. Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Plague Priest
Medium humanoid (slaven), neutral evil
Armor Class: 14 (hide)
Hit Points: 40
Speed: 30 ft.
Str 10(+0);Dex 14(+2);Con 15(+2);Int 16(+3);Wis 11(+0);Cha 9(-1)
Skills: Arcana +6, Stealth +6, Survival +2
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 60 ft., Passive Perception 10
Languages: Common, Skaven
Challenge: 6 (2300xp)
Traits:
• Keen Smell: The Plague Priest has advantage on Wisdom (Perception) checks that rely on smell.
• Spellcasting: The Plague Priest is a 7th-level spellcaster. Its spellcasting ability is Intelligence (Spell save DC 14, +6 to hit with spell attacks). The mage has the following spells prepared:
o Cantrips (at will): Poison Spray, Thaumaturgy
o 1st Level (4 slots): Ray of Sickness, Sleep
o 2nd Level (3 slots): Blindness/Deafness, Ray of Enfeeblement
o 3rd level (3 slots): Slow, Stinking Cloud
o 4th level (3 slots): Blight
o 5th Level (1 slot): Contagion
Attacks:
• Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 1d6 slashing damage or 1d8 slashing damage if wielded with two hands.

Grey Seer
Medium humanoid (skaven), neutral evil
Armor Class: 16 (scale mail)
Hit Points: 71
Speed: 30 ft.
Str 10(+0);Dex 14(+2);Con 12(+1);Int 13(+1);Wis 17(+3);Cha 18(+4)
Saving Throws: Con +4, Wis +6, Cha +7
Skills: Insight +6, Perception +6, Religion +4, Stealth +5
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 120 ft., Passive Perception 16
Languages: Common, Skaven
Challenge: 8 (3,900 XP)
Traits:
• Keen Smell: Grey Seer has advantage on Wisdom (Perception) checks that rely on smell.
• Spellcasting: The Grey Seer is a 10th-level spellcaster. His spellcasting ability is Charisma (Spell save DC 14, +6 to hit with spell attacks). The Grey Seer has the following spells prepared:
o Cantrips (at will): Poison Spray, Thaumaturgy, Pain, Resistance, Guidance
o 1st Level (4 slots): Ray of Sickness, Sleep, Ray of Fatigue, Idea, Detect Magic
o 2nd Level (3 slots): Blindness/Deafness, Ray of Enfeeblement, See Through Other Eyes
o 3rd level (3 slots): Slow, Stinking Cloud
o 4th level (3 slots): Blight, Burning Blood
o 5th Level (2 slot): Contagion, Rain of Blood
Attacks:
• Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 1d6 slashing damage or 1d8 slashing damage if wielded with two hands.
Action:
• Warpstone Powder: The Grey Seer can use his move action to consume one dose of Warpstone Powder. Doing this grants the Grey Seer a temporary bonus to his spellcasting at the cost of hit points. Spell DC 17, +8 to hit with spell attacks. All spells that deal necrotic damage deal an extra dice worth of damage.

Warlord
Medium humanoid (skaven), neutral evil
Armor Class: 18 (plate)
Hit Points: 115
Speed: 30 ft.
Str 20(+5);Dex 15(+2);Con 22(+6);Int 13(+1);Wis 14(+2);Cha 14(+2)
Saving Throws: Str +9, Con +9
Skills: Athletics +9, Intimidation +8
Damage Resistance: Bludgeoning, Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Poison, Charmed, Frightened
Senses: Darkvision 120 ft., Passive Perception 14
Languages: Skaven, Common
Challenge: 9 (5,000 XP)
Traits
• Aura of Malice: Each creature within 15 feet of the Warlord that isn’t an ally must make a Wisdom saving throw or have disadvantage on all saving throws.
• Rampage: When the Warlord reduces a creature to 0 hit points with a melee attack on its turn, the Warlord can take a bonus action to move up to half its speed and make another melee attack.
• Keen Hearing and Smell: The Warlord has advantage on Wisdom (Perception) checks that rely on hearing and smell.
• Pact Tactics: The Warlord has advantage on an Attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
• Relentless (1/day): When the Warlord is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Attacks:
• Multiattack: The Warlord can make up to three attacks with his greatsword. He can replace any two of these attacks with a Sweeping Strike.
• Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit 2d6+5 slashing damage.
• Sweeping Strike: The Warlord swings his sword in a large arc, hitting all creatures in a 5 foot radius. The Warlord makes an attack roll against all enemies within 5 feet, dealing damage to all targets hit.
Reactions:
• Savage Cry: Upon taking damage, the Warlord can let out a savage war cry at his attacker. The creature must make a DC 17 Constitution save or be frightened of the Warlord for 1 minute. The creature can make another Constitution saving throw at the end of each of his turns to end the effect.

Lord of Decay
Medium humanoid (skaven), neutral evil
Armor Class: 17 (natural armor)
Hit Points: 178
Speed: 40 ft.
Str 17 (+3);Dex 17 (+3);Con 21 (+5);Int 22 (+6);Wis 16 (+3);Cha 12 (+1)
Saving Throws: Dex +7, Int +10, Wis +7
Skills:
Damage Resistance: Necrotic, Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poison
Sense: Darkvision 120 ft., Passive Perception 16
Languages: Common, Skaven
Challenge: 11 (7,200 XP)
Traits:
• Keen Smell: The Lord of Decay has advantage on Wisdom (Perception) checks that rely on smell.
• Magic Resistance: The Lord of Decay has advantage on saving throws against spells and other magical effects.
• Rat Telepathy: The Lord of Decay can magically command any rat within 120 feet of it, using a limited telepathy.
• Frightful Presence: Each creature of the Lord of Decay’s choice that is within 60 feet of the Lord of Decay and aware of it must succeed on a DC 16 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 Lord of Decay’s Frightful Presence for the next 24 hours.
• Spellcasting: The Lord of Decay is a 10th-level spellcaster. Its spellcasting ability is Intelligence (Spell save DC 19, +10 to hit with spell attacks). The mage has the following spells prepared:
o Cantrips (at will): Acid Splash, Poison Spray, Thaumaturgy
o 1st Level (4 slots): Ray of Sickness, Sleep, Magic Armor
o 2nd Level (3 slots): Blindness/Deafness, Ray of Enfeeblement
o 3rd level (3 slots): Slow, Stinking Cloud
o 4th level (3 slots): Blight, Confusion
o 5th Level (2 slot): Contagion
Attacks:
• Multiattack. The Lord of Decay makes three melee attacks: two with its weapon and one with its bite. It can use Ray of Decay in place of any melee attack.
• Melee Weapon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 2d8+3 damage plus 2d6 poison damage.
• Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit. 2d4+3 piercing damage.
• Ray of Decay. Ranged Spell Attack: +10 to hit, range 150 ft., one target. Hit 4d6 necrotic damage. If a creature is hit by the Ray of Decay, it must make a DC 15 Constitution saving throw, or become Sickened for 1 minute.
Actions:
• Call the Swarm (Recharge 5-6). The Lord of Decay can magically call (1d4) swarm of rats. The called creatures arrive in 1 round, acting as allies of the Vermin Lord and obeying its commands.

Malfarian
2016-12-15, 11:13 PM
Are these ported over from Warhammer Fantasy Roleplay? They're ratmen right?
I like the way you've cast their abilities with the pack/group tactics, I've wanted these creatures.