Warhammer 40k D&D 5E – Nurgle Statblocks (Hack #19)

BUT FIRST–what are those previous hack posts about?

  1. First post: GENERAL general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
  2. Second post: EQUIPMENT the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
  3. Third post: ARCHETYPES Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
  4. Fourth post: ARCHETYPES Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
  5. Fifth post: ARCHETYPES Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
  6. Sixth post: ARCHETYPES ASSASSINORUM CLADES! My favorite. ❤
  7. Seventh post: ARCHETYPES Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
  8. Eighth post: ARCHETYPES Sneaky space marines (I am Alpharius) and Rogue Trader bards!
  9. Ninth post: ARCHETYPES Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
  10. Tenth post: FEAT & TEMPLATE One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin
  11. Eleventh post: NPCs More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks
  12. Twelfth post: NPCs Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)
  13. Thirteenth Post: NPCs Cognitae Agent, Dreadnought, and Rogue Psyker
    Fourteenth Post: NPCs We started diving into titans with Chaos/Imperium Warhounds, the Revenant Titans of the Eldar, and Stompa Ork Gargants (for da Waaagh!!!).
  14. Fifteenth Post: NPCs Today’s the end of the titans–one each for Squats and Tau, plus my favorite version of walking death in Warhammer 40,000: the Lutomorbus.
  15. Sixteenth Post: NPCs Blood for the Blood God!
  16. Seventeenth Post: NPCs Hedonists best grab their forks and gags then get in line for Slaanesh!
  17. Eighteenth Post: NPCs Deception, sorcery, and mastery over fate for the minions of Tzeentch!
  18. Today’s Post: NPCs The Plaguefather’s children are here to play so have yourself some of Nurgle’s love. 😉

Nurgling

Small fiend, chaotic evil
Armor Class 14 (natural armor)
Hit Points 136 (16d6+80)
Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 20 (+5) 8 (-1) 15 (+2) 9 (-1)

Saving Throws Con +7
Skills Perception +4
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Dark Tongue
Challenge 4 (1,100 XP)

Aura of Fear. Creatures within 20 feet of the nurgling must succeed on a DC 12 Wisdom saving throw or become frightened for 1d4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the aura of fear projected by nurglings for the next 24 hours.
Ill-Born. The nurgling is immune to the effects of diseases but automatically afflicts itself with a sickness when it comes into contact with a disease. Instead of dealing poison damage to a creature it hits with its bite or claw attack, the nurgling can afflict the creature with one of the diseases it is carrying instead.
Magic Resistance. The nurgling has advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack. The nurgling attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 7 (2d6) poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises up as a zombie after 1 minute.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 3 (1d6) poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises up as a zombie after 1 minute.

Great Unclean One

Gargantuan fiend, chaotic evil
Armor Class 17 (natural armor)
Hit Points 328 (16d20+160)
Speed 45 ft.

STR DEX CON INT WIS CHA
21 (+5) 7 (-2) 30 (+10) 18 (+4) 21 (+5) 8 (-1)

Saving Throws Str +10, Con +15
Skills Arcana +9, Deception +9, Insight +10, Intimidation +9, Investigation +9, Medicine +10, Perception +10, Persuasion +9, Survival +10
Damage Immunities necrotic, poison
Condition Immunities charmed, poisoned
Senses darkvision 300 ft., passive Perception 20
Languages all
Challenge 16 (15,000 XP)

Amphibious. The Great Unclean One is able to breathe both air and water.
Aura of Fear. Creatures within 100 feet of the Great Unclean One must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Great Unclean One’s aura of fear for the next 24 hours.
Daemon Aura. Hostile creatures within 60 feet of the Great Unclean One have disadvantage on Wisdom saving throws and saving throws against fear.
Expertise. The Great Unclean One doubles its proficiency bonus when using Deception, Intimidation, or Persuasion.
Ill-Born. The Great Unclean One is immune to the effects of diseases but is a carrier of all sicknesses. Instead of dealing poison damage to a creature it hits with its bite or claw attack, the Great Unclean One can afflict the creature with a disease instead.
Innate Spellcasting. The Great Unclean One’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast any necromancy spell of 7th-level or lower, requiring no material components: 1st-level–7 slots, 2nd-level–6 slots, 3rd-level–5 slots, 4th-level–4 slots, 5th-level–3 slots, 6th-level–2 slots, 7th-level–1 slot.
Magic Resistance. The Great Unclean One has advantage on saving throws against spells and other magical effects.
Nurglings (Recharge 6). As a bonus action, the Great Unclean One pusses out 1d4 nurglings that appear in unoccupied adjacent squares.
Regeneration. The Great Unclean One regains 10 hit points at the start of its turn. If the Great Unclean One takes radiant damage, this trait doesn’t function at the start of the Great Unclean One’s next turn. The Great Unclean One dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS
Multiattack. The Great Unclean One attacks twice.
Giant Plaguesword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) magical slashing damage plus 21 (6d6) poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises up as a zombie after 1 round.

 

DO NOT MISS next week’s post!

Thanks for reading!

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