Medium Humanoid, Chaotic Evil
Armor Class 16 plate
Hit Points 65 (12d10 + 5)
Speed 35 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws WIS +4, CHA +5
Damage Resistances Fire
Senses Darkvision 60ft, Passive Perception 11
Languages skaven
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sunlight Sensitivity. While in sunlight, the Skaven has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Keen Hearing and Smell. The Skaven has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Skaven Swarming Tactics. The Skaven has advantage on an attack roll against a creature if at least two of the Skavens allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The skaven is a 5th-level spellcaster. Its Spellcasting Ability is charisma (spell save DC 16, +8 to hit with spell attacks). The Arch-warlock has the following spells prepared:

Cantrips (at will): Shocking Grasp, Eldritch Blast

1st Level (4 slots): Magic Missile, Shield

2nd Level (3 slots): Blur, Scorching Ray

3rd Level (3 slots): Call Lightning, Dispel Magic, Counter-spell

Actions

Action Name. Enter the description for your action.

Warpclaw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 15 (2d8 + 2) necrotic damage.

Staff of warpfire. Ranged attack. Cast a cone 15ft in front of the model. Everyone within thecone must make a dex save or take 3d6 fire damage or half on a succes.

Description

The notorious Engineers of Clan Skryre are among the greatest minds in the entire Under-Empire. These tinker-rats are the artificers of Skaven society, blending arcane sorceries with mad science in the creation of some of the deadliest machines ever invented in the world. When not manning war machines or watching over a weapons team, the ordinary Warlock-Engineer naturally has the power to channel and cast magic in the traditional way as other races.

Voldertheshade

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