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Writhe Slug

WRITHE SLUG

Lurker of the Mire, Taker of Bones

“It drags itself through the alleys and underworlds of Mordheim, half-corpse, half-slime. You don’t hear it coming. You feel it — in your spine, in your breath, in the way the ground seems to breathe behind you.”


Profile

MWSBSSTWIALd
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Weapons & Armor

  • Rotting Claws – Natural weapons, treated as two hand weapons. Not parryable.
  • Slime Coating – Acts as Natural Armor (6+). Any model that rolls a 1 on their To Hit roll in close combat must pass a Toughness test or suffer -1 to Hit until the end of next turn (slippery mucus burns their skin).

Special Rules

☣ Putrid Trail
Any model that ends its Movement within 1" of the Slug’s path must pass a Toughness test or suffer -1 WS and I until their next turn.

Mindless Hunger
The Writhe Slug does not test for Psychology or Rout. It always moves toward the nearest living model it can detect. If none are visible, it moves D6" in a random direction.

Slimebound Grasp
If two or more of the Writhe Slug’s attacks hit a model in one turn, that model must pass a Strength test or be knocked down, regardless of wounds.

Echo-Sense
Though blind, the Writhe Slug “sees” through vibrations and scent. It ignores penalties from darkness, hiding, and Invisibility within 8". Cannot be Blinded.

Spawn of Decay
Causes Fear. Immune to Poison and Stun.
If reduced to 0 Wounds, roll a D6:

  • 5-6 – It slithers away into the sewers. It may return in a future game.
  • 1-4 – Removed as normal.

Children

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