Gloomspite Gitz – Fungoid Cave-Shaman
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Fungoid Cave-Shaman

Gibbering priests of Gorkamorka and speakers of the will of the Bad Moon, Fungoid Cave-Shamans are as much mushroom as magic-wielder. Their cunning and spellcraft are infamous, and their spore squigs wreath them in a fug of choking fungal foulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spore Squig’s Vicious Teeth
Spore Squig’s Vicious Teeth1"24+4+-1

Unit Size: 1      Points: 95
Battlefield Role: Leader
Base size: 32mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Moonclan Skrap


A Fungoid Cave-Shaman is a single model armed with a Moon-sickle.

COMPANION: A Fungoid Cave-Shaman is accompanied by a Spore Squig that attacks with its Vicious Teeth. For rules purposes, it is treated in the same manner as a mount.


Mouthpiece of Mork: The visionary Fungoid Cave-Shamans have a knack for coming up with cunnin’ plans.
If this model is on the battlefield at the start of your hero phase, roll a dice. On a 4+ you receive 1 extra command point.

Deffcap Mushroom: These mushrooms enhance the eater’s magical capabilities.
Once per battle, this model can attempt to cast 1 extra spell in your hero phase.

Spore Squig: Spore squigs exude thick green spores that hide their masters from sight.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+ the wound or mortal wound is negated.


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

Spore Maws: The Cave-Shaman causes the thick spores around him to coalesce into gnashing green mouths.
Spore Maws has a casting value of 7. If successfully cast, each enemy unit within D6" of the caster suffers D3 mortal wounds.

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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.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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 Gloomspite Gitz warscrolls:

Leader, Behemoth
• Zarbag
© Vyacheslav Maltsev 2013-2022