Beasts of Chaos – Grashrak Fellhoof
6"
5
6+
6
WARSCROLL

Grashrak Fellhoof

Cunning and filled with malice, Grashrak Fellhoof is a twisted prophet of the Dark Gods. Ruling over a band of black-hearted beastmen, he wields the corrupting energies of Chaos to rend the flesh and tear at the souls of his foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Obsidian Blade
Obsidian Blade1"13+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique. Grashrak Fellhoof and Grashrak’s Despoilers must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Grashrak Fellhoof is a named character that is a single model. He is armed with an Obsidian Blade.

ABILITIES

Infuse with Bestial Vigour: Raw chaotic energy emanates from Bray-Shamans, imbuing surrounding beastmen with strength.
At the start of your movement phase, add 3" to the Move characteristic of models in friendly BRAYHERD units wholly within 12" of any friendly GREAT BRAY-SHAMANS until the end of that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase, and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Savage Bolt spells.

Savage Bolt: Seething energy crashes into the enemy, tearing at their flesh and driving them from their feet.
Savage Bolt has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, until the end of your next combat phase, add 1 to hit rolls for attacks made with melee weapons that target that unit.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, ALLHERD, HERO, WIZARD, GREAT BRAY-SHAMAN, GRASHRAK FELLHOOF
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.

The BRAYHERD keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader

The GREAT BRAY-SHAMAN keyword is used in following Beasts of Chaos warscrolls:

Leader
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The GOR keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
Leader

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

The BRAYHERD keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader

The HERO keyword is used in following Beasts of Chaos warscrolls:

Leader

The WIZARD keyword is used in following Beasts of Chaos warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020