Beasts of Chaos – Jabberslythe


Grotesque conglomerations of monstrous body parts, Jabberslythes lurch forth from their swampy lairs to hunt. Their anarchic form drives those who look upon them to madness, while their corrosive blood melts those foolish enough to attack them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slythey Tongue
Slythey Tongue9"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vorpal Claws
Vorpal Claws1"63+3+-21
Spiked Tail
Spiked Tail3"14+3+-1D3

Unit Size: 1      Points: 160
Battlefield Role: Behemoth


A Jabberslythe is a single model armed with a Slythey Tongue, Vorpal Claws and a Spiked Tail.

FLY: Jabberslythes can fly.


Aura of Madness: Simply being in the presence of a Jabberslythe is enough to drive a seasoned warrior to insanity.
At the start of your hero phase, roll a dice for each enemy unit that is within 6" of any friendly JABBERSLYTHES. On a 6 that unit cannot attempt to cast or unbind spells, move, or attack until the start of your next hero phase.

Spurting Bile Blood: Jabberslythes are filled with deadly acidic blood that can cause horrific burns to those who dare attack them.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

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

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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.

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

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

• Chimera

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

• Chimera
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2020