Once the Vermin Lord has been summoned and successfully controlled, the caster may set it one task. The Vermin Lord will remain until the task is completed, or it is dispelled. If the summoner is killed, however, unlike normal Demons, the Vermin Lord will survive, but will no longer be under the casters control. It will then go on a rampage, claiming souls and spreading disease for the greater glory of the Horned Rat, until it decides to return to the Demonic plane.
The Vermin Lords are thought to be the demonic forms of the ancient Lords of Decay, warped by the influence of the Horned Rat into his immortal servants. They are great, powerful creatures, surrounded by an aura of creeping decay and inscrutable knowledge. Their heads are bedecked with the spiralling horns and sloughing flesh of the Horned Rat himself. Warpstone amulets and torcs decorate the Vermin Lord's leprous form, along with chunks of raw warpstone hammered into their flesh. Vermin Lords are often seen armed with huge, wicked looking glaives that are fully twice the height of a man but their chisel teeth and sharp claws are easily capable of tearing a creature to pieces.
Only powerful servants of the Horned Rat hold the keys to summon the Vermin Lords into the material world, and they are loath to do so without great need, fearing to summon up what they cannot dismiss. A Vermin Lord is wiser and more wicked than any living Skaven and yet retains its mortal lust for power and love of betrayal. A bargain struck with one of the Vermin Lords will bring great power to the supplicant but will cost him dearly - the unwary can find themselves paying with their soul as well as their life.
All Vermin Lords can cast spells as a Level 4 Cleric of the Horned Rat, and will have D4+3 spells at each level. In addition to this, ALL Vermin Lords have the Level 4 Illusionist Spell Teleport. They do not require ingredients to power their spells. A Vermin Lord will be encountered with 40 Magic points, or 12D6 is you want to determine randomly, and will have 2D6 Warpstone chunks, each of which will restore 1D6 points when used.
A Vermin Lord makes 10 attacks per round in total. Five of these will be with its Doom Glaive, or by clawing; 2 will be kick/stomps; one will be a tail-lash; and 2 will be bites.
Alignment: Chaotic
Phychological Traits: Vermin Lords cause fear in all living creatures and terror in living creatures under 10 feet tall. They, unlike most demons, are not subject to instability.
Special Rules: Vermin Lords are, like most demons, immune to normal weapons while all of their attacks count as magical and can affect creatures which are invulnerable to non-magical weapons. A Vermin Lord's Doom Glaive causes +4 Damage with each hit.
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 89 | 93 | 8 | 7 | 50 | 100 | 10 | 100 | 100 | 89 | 89 | 89 | 100 |