The raw, mutating power of Chaos has given rise to an endless and horrific variety of monsters and fearsome creatures. Though these beasts can be dominated and controlled, any champion wishing to do so must beware, for their souls are as black as any daemon's and they should never be underestimated.
A particularly grotesque and deadly example of Chaos
mutation is the Chimera, a three-headed amalgamation of
bestial body parts known for its unrelenting aggression.
[Double] Tail Whip: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a roll of 4+, allocate 3 damage points to that fighter.
[Triple] Leonine Roar: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are within 6" of this fighter.
[Quad] Draconic Head's Fiery Breath: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 4" of this fighter.
To witness a Slaughterbrute in battle is to see wrath given
form. These raging beasts can only be controlled by ritual
blades plunged into their spine – and should this leash
slip, the violence that follows must be seen to be believed.
[Double] Mighty Jaws: Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate 1 damage point to that fighter.
[Double] Rampaging Charge: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
[Triple] Beast Unbound: This fighter makes a bonus attack action or a bonus move action.
Many gargants stray into lands redolent with Chaos
energies and are slowly corrupted in mind and body.
Descending into a state of mindless savagery, these Chaos
Gargants rampage across the realms, trampling and
devouring anything unfortunate enough to lie in their
path. It is a brave warlord indeed who attempts to bind
such a living engine of destruction into their service.
[Double] Drunken Stagger: Roll a number of dice equal to the value of this ability. Until the end of this fighter's activation, for each roll of 1, subtract 1 from this fighter's Move characteristic (to a minimum of 1), then for each roll of 2+, add 1 to this fighter's Move characteristic.
[Triple] Mighty Kick: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
[Quad] Vicious 'Eadbutt: Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate a number of damage points to that fighter equal to the value of this ability
Swollen with the cursed bloodgreed, Ghorgons eviscerate
the foe with swings of their huge bladed limbs. These
towering titans are said to be descended from ancient
tribes of beastmen whose unending hunger drove them to
cannibalism, causing them to grow ever larger and more
terrifying. Even in combat, Ghorgons are filled with an
insatiable urge to feed, gulping down those warriors who
present the tastiest morsels.
[Double] Roaring Charge: Add 3 to this fighter's Move characteristic for their next move action in this activation.
[Triple] Slavering Maw: Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 3 damage points to that fighter.
[Quad] Ravenous Bloodgreed: This fighter can make a bonus move action up to a number of inches equal to the value of this ability. Then, this fighter can make a bonus attack action.
Cygors are malformed giants that hunger for raw magic
and whose eyes have congealed into a single orb in the
centre of their skull. So attuned are they to eldritch
energies that they can sense the magic-soaked souls
of wizards, swiftly snatching up and devouring the
unfortunate mages along with any spells they manage
to cast. Cygors often carry chunks of enchanted, runemarked stone, which they hurl with devastating accuracy.
[Double] Rip and Tear Masonry: This fighter can only use this ability if they are within 1" of an obstacle. If this fighter is empty-handed (see below), they are no longer empty-handed.
[Triple] Hurl Boulder: This fighter can only use this ability if they are not empty-handed (see below). At the start of the battle, this fighter is not empty handed. Pick a visible enemy fighter within 15" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 5 damage points to that fighter. After using this ability, this fighter is said to be empty-handed.
[Quad] Soul-eater: Roll a dice for each enemy fighter within 6" of this fighter. On a roll of 4+, allocate 3 damage points to the fighter being rolled for and remove 3 damage points allocated to this fighter.
Few creatures are more bizarre or terrifying than a
Mutalith Vortex Beast. These tentacled abominations
are capable of opening a gateway directly to the Realm
of Chaos, subjecting those nearby to waves of mutative
power. These luckless souls find their flesh running
like wax, transforming them into twisted, nightmarish
mockeries of their former selves.
[Double] Maw Tentacles: Pick a visible enemy fighter within 6" of this fighter. That enemy fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. When doing so, they can move away from enemy fighters within 1" at the start of that move action.
[Triple] Mutant Regeneration: Roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to this fighter.
[Quad] Aura of Mutation: Allocate 3 damage points to all visible enemy fighters within 3" of this fighter. In addition, roll a dice for each visible enemy fighter within 3" of this fighter. On a roll of 6, that fighter cannot activate this battle round.
Seen by the fleshcrafters of the Clans Moulder as the
pinnacle of their repulsive craft, a Hell Pit Abomination is
a living mountain of misshapen flesh and rusted sutures.
It lollops and rolls across the battlefield, crushing and
tearing in a deranged frenzy. Even when this horrendous
monster is cut down, the horror is not over as swarms of
flesh-eating rats spill from its innards, falling upon those
warriors who slew their host.
[Double] Regenerating Monstrosity: Roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to this fighter.
[Triple] Avalanche of Flesh: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
[Quad] Too Horrible to Die: Until the end of the battle round, after each melee attack action that targets this fighter, roll 3 dice. For each roll of 5+, allocate 3 damage points to the fighter that made the attack action.