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DND/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md
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2026-06-02 14:16:59 +02:00

7.3 KiB
Raw Blame History

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