Gloomspite Gitz – Mollog
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Mollog the ancient Dankhold Troggoth really just wants to find somewhere dark and damp to go back to sleep, but people keep disturbing him and getting in his way. Suffice it to say, this never ends well for them…
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Puff-fungus Club
Puff-fungus Club1"2
See below

Unit Size: 1      Points: 175
Battlefield Role: Leader
Notes: Single, Unique


Mollog is a named character that is a single model with three minions: a Bat Squig, a Stalagsquig and a Spiteshroom. Mollog is armed with a Puff-fungus Club and Jabbertoad.

Mollog and his minions are treated as a single model using the characteristics given above. The minions must remain within 1" of Mollog’s model.


Jabbertoad: Jabbertoads stick to their victim’s face, and are incredibly hard to remove.
If any wounds inflicted by a Jabbertoad are allocated to an enemy model and not negated, subtract 1 from hit rolls for attacks made by that model for the rest of that battle round (even if the wounds inflicted by the Jabbertoad are subsequently healed).

Puff-fungus Club: When a puff-fungus club hits a foe, it releases a cloud of toxic spores.
Do not use the attack sequence for an attack made with a Puff-fungus Club. Instead roll a dice. On a 1, nothing happens. On a 2-3, the target unit suffers 1 mortal wound. On a 4+ the target unit suffers D3 mortal wounds.

Magical Resistance: The mushrooms and realmstone that Dankhold Troggoths consume make them naturally resistance to the effects of magic.
Each time this unit 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 or endless spell on this unit.

Reassuring Presence: The mushrooms that sprout from the scaly hides of Dankhold Troggoths are things of wonder and reassurance to the grots that make up the Gloomspite hordes.
Add 1 to the Bravery characteristic of friendly GLOOMSPITE GITZ units that are wholly within 12" of any friendly models with this ability.

Regeneration: Troggoths are able to regrow injured flesh almost as quickly as it is harmed.
In your hero phase, you can roll a dice for this unit. If you do so, on a 4+ heal up to D3 wounds allocated to this unit.


Bat Squig: Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano.
At the start of your shooting phase, you can pick 1 enemy unit within 18" of this model and roll a dice. On a 5+ that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig minion has been removed (see Loyal to the End, below).

Spiteshroom: The incessant high-pitched shrieking and shrill idiot ditties of this weird creature can distract even the most veteran warrior.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and roll a dice. On a 5+ subtract 1 from hit rolls for attacks made by that unit in that combat phase. This ability cannot be used if the Spiteshroom minion has been removed before the start of that combat phase (see Loyal to the End, below).

Stalagsquig: Being coated in a solid rocky hide, the Stalagsquig is as likely to break an enemy’s blade as to be harmed itself.
If you choose to remove this minion when you use the Loyal to the End ability (see below), roll a dice. On a 5+ this minion is not removed, but the wound or mortal wound is still negated.

Loyal to the End: Mollog the Mighty’s minions will sacrifice themselves to save their master.
Each time a wound or mortal wound is allocated to this model and not negated, you can choose to remove 1 minion. If you do so, the wound or mortal wound is negated.

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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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.

The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:

• Mollog
Leader, Behemoth

The DANKHOLD keyword is used in the following Gloomspite Gitz warscrolls:

• Mollog
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© Vyacheslav Maltsev 2013-2021