Beasts of Chaos – Grashrak Fellhoof
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6"
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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: 150
Battlefield Role: Leader
Notes: Single, Unique. Grashrak Fellhoof and Grashrak’s Despoilers must be taken as a set. 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
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

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

None
Battleline
• Gors
• Ungors
Leader
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

None
Battleline
• Gors
Leader

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

Leader
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

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

Leader

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

Leader

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

Leader
© Vyacheslav Maltsev 2013-2021