Stormvermin (5e Creature)
Stormvermin[edit]
Medium humanoid (skaven), neutral evil Armor Class 17 (splint)
Saving Throws Dex +5, Wis +3 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 the skaven's allies is within 5 feet of the creature and the ally isn't incapacitated. Martial Advantage. Once per turn, the skaven can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skaven that isn't incapacitated. ACTIONSMultiattack. The skaven makes two melee weapon attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
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The stormvermin are the elite infantry of the skaven clans. They are distinguishable from their scrawnier litter-mates, often standing a full head taller, with thick muscular necks and a powerful build. Most stormvermin are marked at birth, as their size and darker fur colour is recognisable. As the largest and most aggressive, young stormvermin-to-be typically outfight the rest of their litter for precious food. If the young warriors are particularly strong, the weakest of their litter actually become the food. Should they survive the traumatic politics and back-stabbing as the littler-pack jockey for position, the strongest skaven are assigned to regiments of stormvermin. Bigger is Better. Stormvermin regiments are outfitted with the best gear 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 continual preferential treatment by fighting with ferocity and zeal for their leaders. |
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