CR 1/8
clanrat
Medium humanoid, chaotic evil
——————————————
Armor class 13 (shield)
Hit points 1
Speed 30ft
——————————————
Str 10 (+0) dex 12 (+1) con 10 (+0) int 10 (+0) wis 8 (-1) chr 8 (-1)
——————————————
Skills Acrobatics +3 Perception +3 Intimidation +1
Language- common Queekish
Senses passive perception 13 Darkvison 80ft
Challenge 1/8
——————————————
Seething swarm
After the 1st round of combat at the start of initiative and if there are still friendly clanrats in combat roll a number d4 and add that many clanrats to the combat, if the d4 rolls a 1 add zero clanrats.
If there is only 1 clanrat roll 1d4, and roll another 1d4 for every 10 friendly clanrats in combat.
actions
——————————————
Rusty blade: melee weapon attack: +3 to hit, reach 5ft., one target. Hit 1d4+1 slashing damage.
CR 2
Warlock engineer
Medium humanoid, chaotic evil
——————————————
Armor class 16 (Breastplate)
Hit points 25
Speed 30ft
——————————————
Str 12 (+1) dex 14 (+2) con 14 (+4) int 18 (+4) wis 13 (+1) chr 8 (-1)
——————————————
Skills Arcana +6 Perception +3 Intimidation +3
Language- common Queekish
Senses passive perception 13 Darkvison 80ft
Challenge 2
——————————————
More more warp energy!
The warlock engineer starts to overcharge their warplock musket with warp energy instead of moving.
The warlock engineer makes a dc 12 arcana check, on a pass the warplock musket deals maximum damage on the damage dice until the end of their turn. If they fail the warlock engineer takes 1d8+int mod damage and they can no longer attack with the warplock musket until the start of there next turn
Smart with guns
The warlock engineer’s can use there int in place of dex for attack and damage rolls made with firearms
actions
——————————————
warplock musket: range weapon attack +6 to hit, range 80/120ft., one target. 1d8+4 Force damage
on a critical hit The warplock musket ignores all negation other then immunity
Warpforged dagger: melee weapon attack: +4 to hit, reach 5ft., one target. Hit 1d4+2 magic slashing damage.
Poisoned-Wind Globe: range weapon attack +4 to hit, range 10/20ft., one target. 1d4 piercing damage
Hit or miss all creatures within 10ft of where the globe lands must make a dc 14 con save or take 3d6 poison damage as the poison breaks free of the globe. A poison cloud forms in that 10ft space for 1d4 turns. A creature who starts or ends there turn in the cloud must make the con dc or take 3d6 poison damage
Bonus action
——————————————
Sniper master
With the warlock engineer’s knowledge of firearms they are able to help their allies shoot better.
All friendly creatures within 10ft of the warlock engineer gain a +1 to attack rolls made with firearms until the start of the warlock engineer’s next turn or until the warlock engineer hit 0 hp
Challenge 5
Grey seer
Medium humanoid, chaotic evil
——————————————
Armor class 13 (leather)
Hit points 30
Speed 30ft
——————————————
Str 12 (+1) dex 14 (+2) con 10 (+0) int 16 (+3) wis 18 (+4) chr 14 (+2)
——————————————
Skills Arcana +6 Perception +7 Intimidation +5 Religion +6
Language- common Queekish
Senses passive perception 17 Darkvison 80ft
Challenge 5
——————————————
Will of the horned rat
Like them or not, following the grey seer’s orders is normally the right move.
All friendly skaven who are not deafened within 10ft of the grey seer gain a +4 to all saving throws while the grey seer is above 0 hit points
Hero phase
Once per combat the grey seer can take its turn at the start of the initiative
Action
——————————————
Warpstone staff: melee weapon attack: +4 to hit, reach 5ft., one target. Hit 1d4+1 Bludgeoning plus 1d4 Force damage.
Wither: range spell attack +7 to hit, range 80ft., one target. 2d6 Necrotic damage
After being hit by the spell the target must make a dc 15 con save or take another 2d6 Necrotic damage
Verminous Ruin (Recharge 5-6)
The grey seer summons a 15ft wide, 20ft tall wave of living rats in front of themself. The wave moves 40ft front in a straight line. All creatures in the path of the wave must make a dc 15 dex save or take 6d4 piercing damage, or half as much damage on a successful one.
If a creature fails the dex save they must make a dc 15 con save or take 3d8 poison damage and become poisoned until the end of their next turn, or half as much damage and are not poisoned on a successful one.
Rat Ogors
Large monstrosity, chaotic evil
——————————————
Armor class 16
Hit points 80
Speed 30ft
——————————————
Str 22 (+6) dex 18 (+4) con 18 (+4) int 5 (-3) wis 8 (-1) chr 2 (-4)
——————————————
Skills Athletics +9 Acrobatics +7 Perception +2 Intimidation +3
Condition immunities: charmed frightened
Senses: passive perception 12 Darkvison 80ft
Language- understands Queekish
Challenge 5
——————————————
Bloodlust
If a creature within 15ft of the rat ogre, who is not a construct, takes damage the rat Ogors gains advantage on their next attack as there thirst for blood grows
Unleashed warp-fury
The warpstone hammered into the rat Ogor’s flesh crackles with volatile energies making the rat ogor go into a mad frenzy. Before the rat ogre attacks it can take 2d6+4 damage and make an extra two Claws, blades and fangs attacks if they only make melee attacks on there turn
Action
——————————————
Multiattack
The rat ogor can make 2 Claws, blades and fangs attacks or 1d6+1 warpfire gun attacks
Claws, blades and fangs: melee weapon attack: +9 to hit, reach 5ft., one target. Hit 2d6+6 slashing
Warpfire gun: range weapon attack +7 to hit, range 40/70ft., one target. 1d4+2 Force damage