Living nightmares, Hell Pit Abominations are misshapen monstrosities of immense size that squirm, lurch and drag their way into battle. Their grotesque assemblages of snapping jaws, lashing talons and crushing fists make short work of the foe.
Unit Size: 1 Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Hell Pit Abomination is armed with Gnashing Teeth, Flailing Fists and an Avalanche of Flesh.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Fleshmeld Menagerie
Avalanche of Flesh: A Hell Pit Abomination can rear up to its fullest height before crashing back to the ground, crushing foes beneath its sickening bulk.
Do not use the
attack sequence for an attack made with an Avalanche of Flesh. Instead, roll a number of dice equal to the number of models in the target unit that are within range. You can re-roll any of the dice if this unit made a
charge move in the same turn. For each roll that is equal to or greater than the Avalanche of Flesh value shown on this unit’s
damage table, the target suffers 1
mortal wound.
Regenerating Monstrosity: Hell Pit Abominations are notoriously difficult to slay and can even regrow severed limbs.
In your
hero phase, you can
heal up to D3 wounds allocated to this unit.
Warpstone Spikes: The warpstone spikes driven into the flesh of a Hell Pit Abomination make it highly resistant to magical spells.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Too Horrible to Die: As it twitches in its last shuddering death throes, there is a chance that the Abomination’s unholy metabolism will restart one of its many foul hearts or, at the very least, that its carcass will disgorge the revolting tide of parasitic rats that had been gnawing upon its innards.
The first time this unit is destroyed, before removing it from the battlefield, roll a dice and look up the roll on the table below.
D6 | Result | 1 | Dead: Remove this unit from play as normal. | 2-4 | The Rats Emerge: All units within 3" of this unit suffer D3 mortal wounds. Then remove this unit from play. | 5-6 | It’s Alive!: This unit is not destroyed. Instead, heal D6 wounds allocated to it, and any wounds or mortal wounds that remain to be allocated to it are negated and have no effect. |
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