| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 18 | +4 | +4 |
| CON | 28 | +9 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 18 | +4 | +11 |
| CHA | 22 | +6 | +13 |
- Legendary Resistance (3/Day): If Vizzik fails a saving throw, he can choose to succeed instead.
- Magic Resistance: Vizzik has advantage on saving throws against spells and other magical effects.
- Magic Weapons: Vizzik's weapon attacks are magical.
- Chaos Warp Aura: At the start of each of Vizzik's turns, any creature within 30 ft. of him must succeed on a DC 20 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the start of their next turn, as their senses reel from the raw chaos energy.
- Warp Surge (Recharge 5–6): As a bonus action, Vizzik surges with warp energy. Until the end of his turn, his movement does not provoke opportunity attacks, and he has resistance to all damage
Spells (Chaos Magic, Spell Save DC 20, +12 to hit with spell attacks)
Innate Spellcasting. Vizzik's spellcasting ability is Charisma (spell save DC 20, +12 to hit). He can innately cast the following spells, requiring no material components:
- At will: eldritch blast (warped green energy, 4 beams, 1d10+6 each), inflict wounds (4th level, 6d10 necrotic)
- 3/day each: blight, disintegrate, synaptic static, wall of force
- 2/day each: power word pain, finger of death, maze
- 1/day each: power word kill, prismatic spray (represented as a warp storm), time stop
- Multiattack: Vizzik makes three attacks: one with his Claws, one with his Tail, and one with Horn Gore.
- Claws: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d6+7) slashing damage plus 14 (4d6) necrotic damage.
- Horn Gore: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 27 (4d8+7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
- Tail Slam: Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d6+8) bludgeoning damage. If the target is prone, it takes an extra 14 (4d6) force damage.
- Warp Surge: Vizzik channels chaotic energy, gaining advantage on all attack rolls until the end of his turn.
- Skittering Evasion: Vizzik instinctively darts in a swirl of unnatural motion, moving up to 20 feet without provoking opportunity attacks.
- Frenzied Command: Vizzik lets out an unearthly screech, granting all allied Skaven within 30 feet an immediate melee attack against a target of his choice.
- Twist Fate: When Vizzik would be instantaneously slain by an attack or spell (such as by a power word kill or other effects that reduce him to 0 hit points instantly), he instead bends reality with warp magic. The triggering effect is nullified. The would-be killer is wracked with warp echoes, taking 22 or roll (5d8) psychic damage and is frightened until the end of their next turn.
- Warp Recoil: When a melee attack hits Vizzik, he may use his reaction to force the attacker to make a DC 20 Wisdom saving throw or take 18 (4d8) psychic damage and be pushed 10 feet away.
- Opportunity Of Attack.
On initiative count 20 (losing initiative ties), Vizzik can use a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Warp Distortion: Until the start of the next round, all terrain in the lair becomes difficult terrain for enemies only, as the warp twists space.
- Shadowy Minions: Summons 2d4 Skaven cultists (use cult fanatic stats) in unoccupied spaces within 60 ft. They vanish at initiative count 20 on the next round.
- Shatter Reality: Targets up to three creatures he can see. Each must succeed on a DC 20 Wisdom save or take 22 (5d8) psychic damage and be frightened until the end of their next turn.
Description
Towering at 20 feet, Vizzik Skour is a nightmare vision of the Horned Rat’s divine touch: a massive rat-humanoid hybrid, matted white fur streaked with sickly green, six wicked horns spiralling from his skull. Eyes filled with frenzied intellect, he radiates fell power, and the very air bends with the taint of the warp. His claws drip with chaos, and his voice echoes with the whispers of the Horned Rat.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Vizzik can use a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Warp Distortion: Until the start of the next round, all terrain in the lair becomes difficult terrain for enemies only, as the warp twists space.
- Shadowy Minions: Summons 2d4 Skaven cultists (use cult fanatic stats) in unoccupied spaces within 60 ft. They vanish at initiative count 20 on the next round.
- Shatter Reality: Targets up to three creatures he can see. Each must succeed on a DC 20 Wisdom save or take 22 (5d8) psychic damage and be frightened until the end of their next turn.
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