Slaves to Darkness – Mutalith Vortex Beast

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Mutalith Vortex Beast

Within the pulsating star suspended above the back of a Mutalith Vortex Beast can be found a portal to the Realm of Chaos itself. These horrific monsters constantly seethe with the power of mutation, those around them rewrought into horrific forms.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Claws
Crushing Claws2"44+-1D3
Betentacled Maw
Betentacled Maw2"4+4+-1
Wounds SufferedMoveCrushing ClawsBetentacled Maw

Unit Size: 1      Points: 150
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Mutalith Vortex Beast is armed with Crushing Claws and a Betentacled Maw.

Mutant Regeneration: This unnatural abomination is invigorated by the raw power of Chaos.
In your hero phase, you can heal up to D3 wounds allocated to this unit.

Aura of Mutation: Merely standing in the presence of a Mutalith can have horrific consequences.
In your hero phase, you can pick 1 enemy unit within 18" of this unit, roll a dice and look up the corresponding effect on the table below. If this unit is within 9" of a friendly TZEENTCH WIZARD, you can roll 2 dice instead of 1 and pick either to look up the corresponding effect on the table below:

1Hideous Disfigurement: The faces of the enemy are disfigured by the mutating touch of Chaos.
Subtract 1 from the Bravery characteristic of the unit for the rest of the battle. 
2Troggbrains: Waves of Chaos energy assail the enemy, striking them dumb and making them stagger about blindly.
Subtract 1 from run rolls made for the unit for the rest of the battle. 
3Gift of Mutations: The legs of the enemy are mutated into twisted, limping parodies of their previous forms.
Subtract 1" from the Move characteristic of the unit for the rest of the battle. 
4Tide of Transmogrification: Horror spreads through the enemy ranks as their bodies turn messily inside out.
The unit suffers D3 mortal wounds
5Maelstrom of Change: Nearby opponents are reduced to madness as their minds are blasted by the glory of Chaos.
The unit suffers D6 mortal wounds
6Spawnchange: Groups of enemies are lost in the blink of an eye as they are broken and twisted into new and hideous forms.
The unit suffers D6 mortal wounds. Once these mortal wounds have been allocated, if any models from the unit were slain by them, you can set up 1 SLAVES TO DARKNESS TZEENTCH CHAOS SPAWN within 3" of the unit (or, if the unit was destroyed, the last model from the unit to be slain) and add it to your army. If you do not add a SLAVES TO DARKNESS TZEENTCH CHAOS SPAWN to your army, you can heal up to D3 wounds allocated to this model. 


The CHAOS keyword is used in the following Slaves to Darkness warscrolls:

Army List
Warscrolls collated

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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.
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 TZEENTCH and WIZARD keywords are used in the following Slaves to Darkness warscrolls:

Leader, Behemoth
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024