7.4 KiB
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