These mantras come from the Meridian Rot symbiote learning to move through the Skaven’s body. They are not clean Song techniques. They are half-cast, half-biological reactions. All mentioned checks go against DC (Your Level + 5). All mentions of 'tendrils' assume long, thin, needle-like tendrils formed from infected flesh, manipulated by the meridian rot parasite and amplified by the song. --- # 1-Star Mantras Available from **Level 1** --- ### Tendril Jab **Type:** Combat **Cost:** 2 Ether **Action:** Action **Cooldown:** 2 rounds A thin black tendril shoots from the wrist or mouth. **Effect:** - Make a melee mantra attack at **4.5 meters** - Deals **1d8 Pierce** - Applies current venom effect if the Skaven has venom available - If target is already poisoned, pull them **1.5 meters** toward you --- ### Hook Gut **Type:** Combat **Cost:** 3 Ether **Action:** Action **Cooldown:** 3 rounds A tendril hooks into the target and tears backward. **Effect:** - Range **6 meters** - Deals **1d6 Slash** - Target must make a Strength check - On failure: - Pulled **3 meters** - Loses **2 Posture** --- ### Black Spit **Type:** Combat **Cost:** 2 Ether **Action:** Bonus Action **Cooldown:** 3 rounds The Skaven spits concentrated venom. **Effect:** - Range **6 meters** - Applies **Rot Poison** - If the target is already poisoned, extend poison duration by **1 round** --- ### Rib Needle **Type:** Combat **Cost:** 2 Ether **Action:** Action **Cooldown:** 2 rounds The symbiote hardens saliva into a short black spike. **Effect:** - Range **9 meters** - Deals **1d6 Pierce** - Gains **+5 Penetration** - If used against a poisoned target, deals **+1 damage** --- ### Panic Lash **Type:** Support **Cost:** 3 Ether **Action:** Reaction **Cooldown:** 4 rounds When an enemy enters melee range, the symbiote lashes out automatically. **Effect:** - Trigger: enemy moves within **1.5 meters** - Enemy must make a Dexterity check - On failure: - Takes **1d6 Slash** - Cannot make reactions until end of turn --- ### Wall Skitter **Type:** Mobility **Cost:** 3 Ether **Action:** Bonus Action **Cooldown:** 3 rounds Tendrils cling to walls, beams, pipes, or ceilings. **Effect:** - Move up to **6 meters** - This movement may go along walls or ceilings - Does not provoke reactions - Must end on a surface you can reasonably cling to --- # 2-Star Mantras Begin appearing at **Level 5** --- ### Split Maw **Type:** Combat **Cost:** 4 Ether **Action:** Action **Cooldown:** 4 rounds The symbiote opens a temporary second jaw from the shoulder or throat. **Effect:** - Melee range - Deals **2d6 Slash** - If target is poisoned: - Heal **2 HP** - Target loses **2 Posture** --- ### Tendril Tripwire **Type:** Combat **Cost:** 4 Ether **Action:** Action **Cooldown:** 4 rounds A tendril line snaps across the ground. **Effect:** - Create a **6-meter line** for 2 rounds. - Enemies crossing it for the first time must make a Dexterity check - On failure: - Takes **1d8 Blunt** - Knocked Prone if they have **0 Posture** - Otherwise loses **3 Posture** --- ### Meat Anchor **Type:** Combat **Cost:** 5 Ether **Action:** Action **Cooldown:** 5 rounds The symbiote anchors itself into both the Skaven and the target. **Effect:** - Range **6 meters** - Deals **1d10 Pierce** - Target is tethered for **1 round** - While tethered: - Target cannot move more than **6 meters** away from you. --- ### Rot Bloom **Type:** Combat **Cost:** 5 Ether **Action:** Action **Cooldown:** 5 rounds The Skaven coughs out a wet clump of infected tissue that bursts open. **Effect:** - Range **6 meters** - Radius **3 meters** - Deals **1d6 Gas** - Applies current venom effect to enemies who fail a Constitution check --- ### Tendon Counter **Type:** Combat **Cost:** 4 Ether **Action:** Reaction **Cooldown:** 4 rounds The symbiote catches an incoming limb or weapon. **Effect:** - Trigger: you successfully Dodge a melee attack - Make a tendril counterattack - Deals **1d8 Blunt** - Target loses **2 Posture** - You may move **1.5 meters** after the counter --- ### Parasite Step **Type:** Mobility **Cost:** 5 Ether **Action:** Bonus Action **Cooldown:** 5 rounds A tendril stabs into terrain and yanks the Skaven forward. **Effect:** - Move **9 meters** in a straight line - May pass through enemy spaces - First enemy passed through takes **1d6 Slash** - If that enemy is poisoned, they also suffer **-1 Dodge Throw** until next turn --- ### Suture Reflex **Type:** Support **Cost:** 5 Ether **Action:** Reaction **Cooldown:** 6 rounds The symbiote forcibly seals wounds. **Effect:** - Trigger: you take damage - Reduce incoming damage by **3** - If poisoned by your own plague stage or suffering biological strain, remove one minor physical penalty until end of turn - Does not remove disease progression --- # 3-Star Mantras Begin appearing at **Level 9** --- ### Carrion Harpoon **Type:** Combat **Cost:** 7 Ether **Action:** Action **Cooldown:** 6 rounds A thick tendril launches like a barbed spear. **Effect:** - Range **9 meters** - Deals **2d8 Pierce** - Pulls target **4.5 meters** - If target collides with terrain or another creature: - They take **1d8 Blunt** - Lose **4 Posture** --- ### Uroboros Cage **Type:** Combat **Cost:** 8 Ether **Action:** Action **Cooldown:** 7 rounds Several tendrils form a tightening ring around the target. **Effect:** - Range **6 meters** - Target must make a Strength or Dexterity check - On failure: - Restrained for **1 round** - Takes **2d6 Slash** - Poison duration increases by **1 round** - On success: - Takes half damage - Not restrained --- ### Organ Thread **Type:** Combat **Cost:** 7 Ether **Action:** Action **Cooldown:** 6 rounds A thin tendril pierces into a weak point and tugs internally. **Effect:** - Melee range - Deals **2d6 Necrotic** - If target is poisoned: - They suffer **-2 Constitution checks** for 1 round - Their next healing received is reduced by **50%** --- ### Uroboros Grasp **Type:** Combat **Cost:** 8 Ether **Action:** Action **Cooldown:** 7 rounds **Effect:** A mass of tendrils erupts outward and grabs up to **3 creatures** within **6 meters**.Each target makes a Strength check. On failure: - Restrained for 1 round - Takes **1d8 Necrotic damage** - Takes **+1d8 damage** if poisoned At the start of your next turn: - You may release all restrained targets or pull them **3 meters** toward you While maintaining the grasp, your movement speed is reduced by **3 meters** --- ### Tendril Bloom **Type:** Combat **Cost:** 8 Ether **Action:** Action **Cooldown:** 7 rounds Tendrils burst outward from the Skaven in several directions. **Effect:** - Radius **4.5 meters** - All enemies in range must Dodge - On failure: - Take **2d6 Slash** - Lose **3 Posture** - Poisoned enemies take **+2 damage** --- ### Living Guillotine **Type:** Combat **Cost:** 8 Ether **Action:** Action **Cooldown:** 7 rounds **Effect:** Two tendrils anchor to opposite surfaces and snap together like a wire trap. Choose a **6-meter line** within **9 meters**. Targets in the line must Dodge. On failure: - Take **3d8 Slash damage** - Become knocked prone - Lose **2 Posture** If the target is poisoned: - Damage becomes **Slash + Necrotic** - Target cannot regain Posture until the start of their next turn ## Related notes - [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]