Ossiarch Bonereapers – Nightmare Predator
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Endless Spell WARSCROLL

Nightmare Predator

The Nightmare Predator is a looming conjuration of Shyishan magic that takes the form of a disturbing terror. Bonded to its caster, it floats eerily through the air towards its master’s chosen prey, lacerating the flesh of its screaming victims with claws the size of sickles before stripping them to the bone.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 65
Battlefield Role: Endless Spell
Base size: 60mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only OSSIARCH BONEREAPERS WIZARDS can attempt to summon this endless spell.

BONDED: This endless spell is bonded to the model that summoned it. A bonded endless spell is always controlled by the model to which it is bonded. A model cannot be bonded to more than one endless spell at the same time and cannot attempt to summon other endless spells while it is bonded. If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 2D6" and can fly.

Perpetual Hunter: The only way to stop a Nightmare Predator is to slay its caster before it kills you.
When this endless spell is set up, the player who set it up can pick 1 HERO as its prey. If this endless spell’s prey is destroyed, this endless spell is removed from play.

Death Incarnate: A Nightmare Predator is certain doom to any who get in its way.
After this endless spell has moved, roll a dice for each unit within 3" of it. On a 2+, that unit suffers D3 mortal wounds. If that unit was this endless spell’s prey, on a 2+, it suffers D6 mortal wounds instead of D3. This ability has no effect on OSSIARCH BONEREAPERS units.
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 OSSIARCH BONEREAPERS and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

Leader
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
© Vyacheslav Maltsev 2013-2021