Skaventide – Hell Pit Abomination

Hell Pit Abomination

Living nightmares, Hell Pit Abominations are misshapen monstrosities of immense size that squirm, lurch and drag their way into battle. Their grotesque assemblages of snapping jaws, lashing talons and crushing fists make short work of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnashing Teeth
Gnashing Teeth1"63+3+2
Flailing Fists
Flailing Fists2"3+3+-13
Avalanche of Flesh
Avalanche of Flesh1"
See below
Wounds SufferedMoveFlailing FistsAvalanche of Flesh

Unit Size: 1      Points: 220
Battlefield Role: Behemoth


A Hell Pit Abomination is a single model armed with Gnashing Teeth, Flailing Fists and an Avalanche of Flesh.


Avalanche of Flesh: A Hell Pit Abomination can rear up to its fullest height before crashing back to the ground, crushing foes beneath its sickening bulk.
Do not use the attack sequence for an attack made with an Avalanche of Flesh. Instead, roll a number of dice equal to the number of models from the target unit within 3" of the attacking model. You can re-roll any of the dice if this model made a charge move in the same turn. The target unit suffers 1 mortal wound for each roll that is equal to or greater than the Avalanche of Flesh value shown on this model’s damage table.

Regenerating Monstrosity: Hell Pit Abominations are notoriously difficult to slay, and can even regrow severed limbs.
In your hero phase, you can heal up to D3 wounds allocated to this model.

Terrifying: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any models with this ability.

Warpstone Spikes: The warpstone spikes driven into the flesh of a Hell Pit Abomination make it highly resistant to magical spells.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+ ignore the effects of that spell on this model.

Too Horrible to Die: As a Hell Pit Abomination twitches its last shuddering death throes, there is a chance its unholy metabolism will restart one of its many foul hearts, or at the very least that its carcass will disgorge the revolting tide of parasitic rats that had been gnawing upon its innards.
The first time this model is slain, before removing it from the battlefield, roll a dice and look up the roll on the table below.

1-2Dead: Remove this model from play as normal.
3-4The Rats Emerge: All units within 3" of this model immediately suffer D3 mortal wounds. Then remove this model from play.
5-6It’s Alive!: This model is not slain. Instead, you must heal D6 wounds allocated to it, and any wounds or mortal wounds that remain to be allocated to it are negated.

Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The CLANS MOULDER keyword is used in following Skaventide warscrolls:


The FIGHTING BEAST keyword is used in following Skaventide warscrolls:


The MONSTER keyword is used in following Skaventide warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020