Maggotkin of Nurgle – Exalted Greater Daemon of Nurgle

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Exalted Greater Daemon of Nurgle*

Riddled with pestilence and disease, an Exalted Greater Daemon of Nurgle is a foul manifestation of Nurgle’s will. With each lumbering step and burbled word, it spreads more of its diseased blessings to those who stand before it.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Bile
Noxious Bile7"D63+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Bilesword
Massive Bilesword2"3+3+-23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
Wounds SufferedMoveNoxious BileMassive Bilesword

Unit Size: 1      Points: 430
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Plague Legion Overlord
 • Rancid Retinue


An Exalted Greater Daemon of Nurgle is armed with a Massive Bilesword and Noxious Bile.

WIZARD: This model can attempt to cast 2 spells in your hero phase, and attempt to unbind 1 spell in the enemy hero phase.


Blubber and Bile: The dubious reward for piercing the blubbery hide of an Exalted Greater Daemon of Nurgle is to be showered by acidic bile and putrid toxins.
This model has a ward of 5+. If an unmodified ward roll for this model is 6 and the attacking unit is within 3" of this model, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Corpulent Mass: An Exalted Greater Daemon of Nurgle is blessed with the Plaguefather’s gift of fecundity, enabling its body to swiftly regrow damaged flesh and tissue.
In your hero phase, you can heal up to D3 wounds allocated to this model.

Mountain of Loathsome Flesh: Such is the size and girth of an Exalted Greater Daemon of Nurgle that it can simply run over its foes, crushing or asphyxiating them beneath its monstrous bulk as it does so.
Roll 1 dice for each enemy unit within 1" of this model after this model finishes a charge move. On a 4+, that enemy unit suffers D3 mortal wounds.

Plague Wind: The Exalted Greater Daemon of Nurgle summons a whirlwind of maggots and filth, basking in its feculence for a moment before sending it forth.
Plague Wind is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 point on the battlefield within range and visible to the caster and draw a straight line between that point and the closest point on the caster’s base. Each unit passed across by that line suffers D3 mortal wounds. If that line passes across a NURGLE unit, that unit’s commanding player can heal up to D3 wounds allocated to it instead.

Grandfather’s Exalted Joy: At the Great Unclean One’s command, Nurgle’s children are inspired to fight with even greater exuberance.
You can use this command ability in the combat phase. The command must be issued by this model and received by a friendly NURGLE DAEMON unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase.

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.
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.
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.

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.

The GREAT UNCLEAN ONE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2024