Seraphon – Carmine Dragon

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Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* 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 SufferedMoveRaking ClawsAmethyst Fangs

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single


A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.


Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

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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.
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.
14.3 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.

The DRAGON keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024