Blades of Khorne – Flesh Hounds
This warscroll does not meet the selection criteria (see Settings tab).

Flesh Hounds

Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. Those who seek to trick or destroy these daemonic beasts with sorcery find their powers flickering to nothing, extinguished by the wrath of Khorne.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Roar
Burning Roar8"12+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood-dark Claws
Blood-dark Claws1"43+4+-1

Unit Size: 5      Points: 105
Battlefield Role: Battleline
Base size: 60 x 35mm


This warscroll can be used in the following warscroll battalions:
 • Blood Host
 • Blood Hunt
 • Murderhost


A unit of Flesh Hounds has any number of models, each armed with Blood-dark Claws.

GORE HOUNDS: 1 in every 5 models in this unit can be a Gore Hound. That model is armed with a Burning Roar in addition to its other weapons.


Collars of Khorne: Spellcasters have learned to dread Flesh Hounds as much for their collars as for their claws.
This unit can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this unit can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD. Add 1 to unbinding and dispelling rolls for this unit while it contains 10 or more models.

Unflagging Hunters: When blood is scented, nothing will keep a Flesh Hound from its prey.
You can re-roll charge rolls for this unit.

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
Army List
Warscrolls collated
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The FLESH HOUNDS keyword is used in the following Blades of Khorne warscrolls:

• Karanak
© Vyacheslav Maltsev 2013-2022