Skaven Globadier (5e Creature)

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Skaven Globadier[edit]

Medium humanoid (skaven), neutral evil

Armor Class 15 (chain shirt)
Hit Points 33 (6d6 + 12)
Speed 40 ft.

10 (+0) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 8 (-1)

Saving Throws Dex +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Queekish
Challenge 2 (450 XP)

Keen Nose. The skaven has advantage on Wisdom (Perception) checks that rely on smell.

Gas Mask. The skaven is immune to gas-based effects.

Pack Tactics. The skaven has advantage on an attack roll against a creature if at least one of the skaven's allies are within 5 feet of the creature and the ally isn't incapacitated.


Multiattack. The skaven makes two melee weapon attacks, or one melee weapon attack and one poison wind globe attack.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Poison Wind Globe. The skaven selects a point within 60 feet of it that it can see. Each creature in a 10-foot radius centered on that point must make a DC 16 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Skaven globadiers lurk amongst their allies, hiding in the relative shadow of groups whilst they wait for opportunities to dart forwards and throw their deadly globes. The horrible way in which their weapons work make skaven globadiers priority targets to enemies that have faced such dangers before. Globadiers have no qualms about throwing their poison globes into a swirling melee, displaying a general disregard as to whether their globes strike friendly allies or the enemy. It is not unusual for globadiers to survive a battle only to be attacked by other skaven that suffered from errant globes.

Simple yet Effective. Poison gas is one of the most infamous weapons developed by the skaven, who first deployed the noxious gas against the dwarves in the mountains. Delighted with the effectiveness of their new weapon, Clan Skyre tried many methods of delivery. Machines of incredulous complexity and dubious worth have been attempted, but in the end the best method of launching gas attacks against enemies was found to have been with specially trained globadiers.

Globes of Death. Poison wind globes are glass or crystal orbs filled with deadly toxic gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain or even death. Breathing the vapours causes lungs to spontaneously fill with rate bubbling pus, a horrible and nearly instantaneous death. For this reason, globadiers wear all manner of elaborate masks, goggles, and cumbersome breathing apparatus in an effort to protect themselves against accidental gassing. Armour offers no protection against poisoned gas, but this does not stop the globadiers from wearing arcane body armour underneath their robes.

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