Skaven Warlord (5e Creature)

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Skaven Warlord[edit]

Medium humanoid (skaven), neutral evil


Armor Class 19 (splint, shield)
Hit Points 130 (20d8 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+2) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Dex +8, Wis +6
Skills Deception +7, Insight +6, Intimidation +7, Perception +10
Senses darkvision 60 ft., passive Perception 20
Languages Common, Queekish
Challenge 10 (5,900 XP)


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

Verminous Valour. The skaven and any skaven within 60 feet of it have advantage on saving throws against being frightened.

ACTIONS

Multiattack. The skaven warlord makes three melee weapon attacks.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage and 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.

Warpstone Shortglaive. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage and 7 (2d6) necrotic damage.

Warplock Pistol. Ranged Weapon Attack: +9 to hit, range 40/80 ft., one target. Hit: 9 (1d10 + 4) piercing damage and 7 (2d6) necrotic damage.

REACTIONS

Riposte. When a creature misses a melee weapon attack against the skaven, the skaven makes one melee weapon attack against that creature.

LEGENDARY ACTIONS

The 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 creature's turn. The regains spent legendary actions at the start of its turn.

Command. The skaven targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the skaven, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Attack. The skaven makes one attack.

To hold the title of warlord is to rule. A skaven does not gradually earn respect or position, and there is certainly no giving in the brutal society of the ratmen. Leadership must be savagely taken. 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 what almost passes for respect) into the skaven masses.

Head of the Ratpack. Skaven leaders are larger and more powerfully built than the warriors they ruthlessly command, but mere physical prowess is not enough to sustain control. Once a warlord has fought, betrayed, and clawed to the top, the battle really begins. Manipulation, the ability to set rivals upon each other or the mustering of support from an insincere following are skills needed to hold power, as even the fiercest fighters become worn down by constant challenges. Great wealth can augment battle skills, bribe underlings, or simply buy formidable aid. Warlords of even minor clans attempt to buffer their personage with stormvermin bodyguards, the latest Clan Skyre death-dealing invention, or hulking war beasts such as specially bred and customized rat ogres.


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