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Ashes to Ashes, Bling to Bling
It’s been a while since I posted anything here, but an image of this ring popped up in my feed and I just couldn’t resist.
It’s a mourning ring from 17th century England, now in the British Museum. In a fantasy game, though, what necromantic powers might it have?

Images copyright British Museum. Used without permission.
It Don’t Mean a Thing if it Ain’t Got That Bling
If you like this kind of post, you’ll also want to see these:
Armillary Rings: Handy for astronomers, astrologers, and navigators.
Compartment Rings: Hide your true allegiance, or carry a secret message.
Poison Rings: An old classic.
Gun Rings: Add more punch to your punch.
Eye Rings: Protection, divination, gaze weapons, and more.
Miscellany: No theme, but lots of possibilities.
Let us Bling: A Ring for Clerics that unfolds into a portable shrine.
Return of the Bling: Rings that look like buildings, and may have some of their properties.
I.O.U. 1 WFRP Monster
Monster? What’s this about? Click here to find out!
I’m a little busy right now starting a new job, but I hope to get to it over the weekend. If there’s something particular you’d like to see, drop its name in the comments along with the edition(s) of WFRP for which you’d like stats. No promises, but I’ll see what I can do.
While you’re here, though, I’d like to tell you about Rookery Publications, a new rpg studio that I’ve founded along with four other WFRP veterans: Writer, cartographer, and developer extraordinaire Andy Law; art legend Mark Gibbons; editor, proofreader, and business expert Lindsay Law, and prolific writer Andy Leask.
We are working on a dark fantasy setting with a series of sourcebooks and a campaign. Everything is designed to be modular so you can take it as written or kitbash it to fit your own campaign. It is system-agnostic, and the first few products have tested well with WFRP as well as an array of other games. Our first two titles are five-star products on DriveThruRPG, and you can find them here.
We also produce weekly “Inside the Rookery” live streams with guests from across the games industry. Past guests have included Bob Naismith, who ran the GEW miniatures department in the late 80s and created the first Space Marines, WFRP artist Ralph Horsley, ex-GW designer and novelist Gav Thorpe, former Hogshead Publishing chief James Wallis, Marc Gascoigne of Black Library and now Aconyte Books, and many more. The live streams go out on Twitch, YouTube, and Facebook, and are archived on our YouTube channel. Inside the Rookery is supported by our Patreon campaign (https://www.patreon.com/InsideTheRookery).
You can find Rookery Publications at:
Facebook: https://www.facebook.com/RookeryPublications
YouTube: https://www.youtube.com/c/TheRookery
Twitch: https://www.twitch.tv/rookerypublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/
and we have a very active community on Discord.
All I Want for Christmas
Compliments of the season, whatever you celebrate at this time of year.
It’s been a good year for me: the final volumes in The Enemy Within Director’s Cut have been published, at least in electronic form, and just a few days ago the Kickstarter campaign for the Vaesen Britain and Ireland Sourcebook topped $700,000, making almost 65 times its funding goal.

Another thing I’m proud of this year is my involvement with Rookery Publications. For those who haven’t heard, this is a new indie tabletop RPG studio that I have co-founded along with Andy Law, Mark Gibbons, Lindsay Law, and Andy Leask. We are completely self-funded so this is a spare-time venture for most of us, but we confidently expect to release the first few system-agnostic* fantasy roleplaying supplements in our Coiled Crown product line early in 2022.
*That’s right. We are designing everything so that it can be used with any rules system. It sounds like a tall order, but playtest results have been very positive. In fact, some testers successfully adapted our first adventure for various SF and horror games, as well as a wide range of fantasy roleplaying games.
While we were working on those plans, we also started doing a regular weekly stream called Inside the Rookery, where we chat with guests from all across the industry about all manner of things. We’ve had a fantastic array of guests so far, and we plan to keep on going in 2022. We also have an occasional series called Beside the Rookery, which takes a deeper look at a specific topic. You can find past streams on our YouTube channel.

The streams are supported by a Patreon campaign, which you can find here. Starting at just GBP 1.50 (USD 2.00 or EUR 1.77 at the time of posting), you can become a Rook and enjoy Patreon-exclusive blog posts as well as monthly masterclasses on various aspects of RPG design. So far I’ve shown how to create multi-plot adventures like those in the Rough Nights and Hard Days collection for Warhammer Fantasy Roleplay, and Andy Law has shared some of the secrets of his multiple award-winning cartography.
So if you want to give us a gift this holiday season, please check out the Rookery’s Patreon page. It’s a gift to yourself, as well.
Return of the Bling
Here are a few more images that Pinterest threw my way. Apart from Jewish bridal rings, I did not know that rings in the shape of buildings were a thing, but here is an interesting selection.
I’ve thrown in a few thoughts about what these shapes might mean for magical rings in a fantasy game.
Note: All images are copyright their original owners, at the urls indicated.
The Castle

The castle is a symbol of safety and protection, so this ring might give its wearer a significant boost to armor protection, or protect in some more subtle way.
The Palace

The palace is a place of power and authority, so a ring in that form might give its wearer a boost to their social status and accompanying skills, making others treat them as powerful nobles even if they are not.
The Temple

Like the portable shrine ring from an earlier post, this ring might give the wearer the same protection as being on consecrated ground, or it might give their prayers greater efficacy, perhaps even granting limited clerical powers to a non-cleric.
The Tower

Towers are usually associated with wizards, so this ring might enhance a wearer’s magical abilities, possibly allowing them to cast spells at a higher level than normal or making their spells harder for targets to resist.
So there are a few ideas to play around with. For more buildings, search for ‘architectural rings’.
It Don’t Mean a Thing if it Ain’t Got That Bling
If you like this kind of post, you’ll also want to see these:
Armillary Rings: Handy for astronomers, astrologers, and navigators.
Compartment Rings: Hide your true allegiance, or carry a secret message.
Poison Rings: An old classic.
Gun Rings: Add more punch to your punch.
Eye Rings: Protection, divination, gaze weapons, and more.
Miscellany: No theme, but lots of possibilities.
Let us Bling: A Ring for Clerics that unfolds into a portable shrine.
Jabberwock: A Forgotten WFRP Monster
Well, it’s not original to WFRP, of course. The beast was born in Lewis Carroll’s poem Jabberwocky, and its image was established for all time by Sir John Tenniel’s illustration from 1897.
Nick Bibby’s Jabberwock miniature was advertised in the first Citadel Journal, which was published in Spring 1985. Following my policy of covering every Citadel miniature I could find, I wrote it up for the Bestiary chapter of the WFRP first edition rulebook.

Nick Bibby’s Jabberwock (right), with a Ral Partha Jabberwock mini of similar vintage.
I don’t think the Jabberwock appeared in any official Warhammer publication outside of the WFRP 1st edition rulebook, the Warhammer 3rd edition rulebook, and a handful of miniatures ads – but if you know better, drop me a comment!
Here is my re-imagining of the beast for WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.
The Jabberwock
The Incursions of Chaos have produced thousands of strange creatures. Living in the deepest forests, the Jabberwock is little seen – at least, by those who live to tell of it – and it is known mainly through local rumours and the distant sound of its burbling cry.
The Jabberwock stands over 12 feet high, and can move by running on all fours or walking on its hind legs. All four limbs are equipped with sharp claws, and its mouth is armed with long, chisel-like teeth. They are very aggressive, but rather stupid.
The Jabberwock’s wings are too small to allow it to fly. It can only bounce along or jump a few feet into the air. Their flapping makes a thrumming, whiffling sound which can be disconcerting.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 79 | 0 | 55 | 65 | 20 | 40 | 15 | 15 | 85 | – | 100 |
Traits: Arboreal, Belligerent, Bite +9, Bounce, Claws (2) +10, Distracting (Noise), Hungry, Night Vision, Size (Enormous), Stride, Stupid, Tail +8
Optional: Corruption (Minor), Fear 1, Horns +6, Mutation, Regenerate, Stomp, Territorial, Venom (Challenging)
More Like This
Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer
Mabrothrax: A Forgotten WFRP Monster
This post completes my re-imagining of the three odd Elementals that appeared in the Third Citadel Compendium in 1985: the Life Elemental, the Death Elemental, and the Plague Elemental. In the WFRP 1st edition rulebook, I gave them different names and backstories, making them Demons (the “Daemon” spelling did not appear until Realm of Chaos: Slaves to Darkness in 1988) affiliated with the yet-to-be-organized gods of Law and Chaos.
Oddly, the Plague Elemental was put in the C29 Large Monsters range, while the other two were in C34 Elementals and Demons. However, it was written up alongside the Life and Death Elementals in that issue’s “Bellicose Bestiary” column.
For WFRP 1st edition, I invented the name Mabrothrax and gave the beast to Nurgle, the Chaos God of plagues and pestilence. It made sense at the time, but when Realms of Chaos: The Lost and the Damned defined the Daemons and followers of Nurgle in 1990, the Mabrothrax was not among them.
The Mabrothrax reappeared in 2005’s Tome of Corruption for WFRP 2nd edition as an Apparition linked to Nurgle. Visions rather than monsters, Apparitions could not be fought or stopped, existing only to warn spellcasters that they are being too reckless in their use of magic.
So that is the history of the Mabrothrax in a nutshell (apart from this metal track that turned up in the Google search). Here is my suggestion for using the creature in WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.
The Mabrothrax
Also known as the Steward of Filth and Nurgle’s Handmaiden, the Mabrothrax is a favoured servant of the Plaguefather, and stands outside the normal hierarchy of his Daemons.
Its origins are obscure. According to some scholars it was once a Plaguebearer, raised up by Nurgle’s favour in the same way as the Masque of Slaanesh was elevated from the ranks of the Daemonettes. Others have suggested that it was a mortal Cult Magus who was elevated for his or her devotion.
The Mabrothrax is a large, hulking humanoid with thin, spindly arms and legs equipped with razor-sharp claws. Its body is a thin bag of skin filled with a soupy mess of entrails, excrement, and decay. Its head is dominated by a massive maw filled with sharp, jutting teeth.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 90 | 93 | 100 | 120 | 100 | 105 | 90 | 90 | 120 | 100 | 92 |
Traits: Bite +11, Claws (2) +9, Corruption (Major), Daemonic 7+, Dark Vision, Distracting (Stench), Disease (All), Fetid Blast (see below), Infected, Size (Large), Spellcaster (Nurgle), Terror 2, Unstable
Traits
Disease (All)
As a favored one of Nurgle, the Mabrothrax carries all diseases. Whenever a victim must Test for Contraction (WFRP, page 186), roll a D100 to choose a disease randomly:
01-10 – Black Plague
11-30 – Blood Rot
31-50 – Bloody Flux
51-70 – Packer’s Pox
71-80 – Ratte Fever
81-00 – Other or roll again (GM’s choice)Fetid Blast
Once per round, the creature can unleash a blast of pestilential air (Range 10 yards, Damage +10, Blast 5, Distract, Ignores Armour). This attack is Infected. All living creatures affected by the blast must make a Hard (-20) Willpower Test or gain one Broken Condition – two if the victim has the Acute Sense (Smell) Trait.
More Like This
Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer
Mardagg: A Forgotten WFRP Monster
Last week I posted about an obscure Warhammer monster called the Viydagg, also known as the Life Elemental. When the miniature was first released in 1985, it was packaged with its counterpart, the Death Elemental. Rules and stats for Warhammer 2nd edition were published in the Third Citadel Compendium, and I adapted them for WFRP in the 1st edition rulebook.
I was writing at a time before the Warhammer mythos had become really coherent, with specific Daemons serving the four Ruinous Powers of Chaos. Like its companions, the Life Elemental and the Plague Elemental, the Death Elemental clearly couldn’t be an Elemental in the classical sense, so I renamed it the Mardagg and gave it as backstory as a servant of Khorne the Blood God. At the time, he seemed like the most logical patron.
Just two years later, though, Realm of Chaos: Slaves to Darkness began the process of developing and organizing the lore of Chaos in Warhammer, and the Mardagg did not find a place alongside the Bloodthirsters, Bloodletters, and other servants of brass-throned Khorne. Like the Viydagg, the Mardagg spent the next thirty years in obscurity. True, there was an Incarnate Elemental of Death in the 2012 Monstrous Arcanum from Warhammer Forge, but it was a quite different beast from the Mardagg.
People seemed to like my re-imagining of the Viydagg for WRFP 4th edition, and quite a few asked if I would do the same for Mardagg as well. So here it is. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.
The Mardagg
The theologians of the Old World argue over the status of the being known as Nagash. It is no secret that he has spent millennia gathering power and trying to ascend to godhood, but the question of whether he has succeeded is a contentious issue.
Those who argue for his divinity often cite the existence of the Mardagg as proof, claiming that it is a an avatar of Nagash just as the Viydagg is an avatar of the nature goddess Rhya. Others argue that it serves another, such as murderous Khaine or dread Morai-Heg, or some unnamed and ancient god of the Khemrian Liche-Priests.
The Mardagg appears as a hooded, skeletal figure, standing some ten feet tall and armed with a great scythe. Few have seen it at close quarters, though it has been sighted from a distance stalking across battlefields or striding through the night on some enigmatic business. Wherever it goes, death follows.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 90 | 93 | 100 | 120 | 100 | 105 | 90 | 90 | 120 | 100 | 92 |
Traits: Armour 2, Chill Grasp, Daemonic 7+, Immunity (Magic: Lore of Death, Lore of Necromancy), Night Vision, Size (Large), Spellcaster (Lore of Death, Lore of Necromancy), Squeeze of Death (see below), Terror 2, Tracker, Zone of Death (see below), Weapon +14
Optional: Blessed (Nagash or Khaine or Morai-Heg), Invoke (Nagash or Khaine or Morai-Heg). (There are no officially published Blessings or Miracles for these deities at the time of posting, so the GM should feel free to improvise.)
New Traits
Squeeze of Death
This is a ranged version of the Chill Grasp Trait. The creature points at a single living target within line of sight, then turns the hand over and closes the fist. Perform an Opposed Willpower Test. If the creature wins, the icy force of death crushes the target’s heart, causing 1d10+SL Wounds with no modification for Toughness Bonus or Armour Points. This attack is Magical.
Zone of Death
The creature is wreathed in an aura of death and decay that extends in a radius of 12 yards. Any living creature must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.
In addition, the wind of Shyish blows so strongly within the zone that all spells and magical effects powered by Shyish gain a +30 bonus to all relevant Tests, while all spells and effects powered by Ghyran or Hyish suffer a -30 penalty.
More Like This
Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer
Viydagg: A Forgotten WFRP Monster
The Viydagg is an artefact of a time before the Warhammer mythos had truly come together. It (or rather, she) has appeared in an official WFRP publication only once, in the Bestiary chapter of the WFRP 1st edition rulebook. I think it’s safe to say that neither Games Workshop nor Cubicle 7 has any plans to use her in the future.
The Life Elemental, Death Elemental, and Plague Elemental were Citadel miniatures dating back to before the publication of WFRP, and I gave them WFRP stats and backstories, along with new names since they clearly were not Elementals. The Death Elemental became a the Mardagg, a Greater Demon of Khorne (the ‘Daemon’ spelling came later), the Plague Elemental became the Mabrothrax, a Greater Daemon of Nurgle – and the Life Elemental became the Viydagg, a Greater Demon of Law who upheld the laws of life and nature.

The original miniatures ad, from the Third Citadel Compendium (1985). The same issue presented game stats for the Life, Death, and Plague Elementals in Warhammer 2nd edition.

The Life and Death Elementals. Image borrowed from the Stuff of Legends web site.
These three were left behind as the Warhammer mythos coalesced and developed. The Greater Daemons of the Ruinous Powers became standardized with the publication of Realm of Chaos, and the Gods of Law dropped out, replaced for the most part by Sigmar and his witch hunters. And that’s no bad thing.
Still, I decided that it would be a nice intellectual exercise to reimagine the Viydagg for WFRP 4th edition, adapting her backstory to fit the present state of the Warhammer mythos. See what you think – and let me have your comments, corrections, and suggestions in the comments below.
Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.
The Viydagg
The Viydagg is an avatar of the goddess Rhya, and appears in the Old World only in exceptional circumstances. Her name means “life-giver” in the ancient tongue of the Taleutens, among whom her worship was most widespread. Several Talabecland folk-tales tell of her appearing in the aftermath of the Great War against Chaos, restoring the land’s fertility and healing the blights left behind by the forces of Chaos. On a handful of occasions, she even entered combat against a Greater Daemon.
The Viydagg has the appearance of a beautiful woman more than ten feet tall. Flowers grow on her garments and twine through her hair. She normally goes about her work silently, ignoring the mortals around her, though devout followers of Rhya or Taal have sometimes been favoured with a word or two.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 90 | 93 | 100 | 120 | 100 | 105 | 90 | 90 | 120 | 100 | 92 |
Traits: Blessed (Rhya), Distracting (Beauty), Divine 7+ (see below), Invoke (Rhya), Night Vision, Size (Large), Terror 2, Tracker, Zone of Life (see below)
New Traits
Divine (Target)
The creature’s essence is divine power, which sustains it completely. It does not require food, water, air, rest, or anything else that a living creature might need.
All its attacks are Magical. Roll 1d10 after any blow is received: if the creature rolls the Target number or higher, the blow is ignored even if it is a critical. Should the creature be reduced to 0 Wounds, its essence returns to the realm of Rhya immediately, removing it from play.
Aura of Life
The creature is wreathed in an aura of life and fertility which extends in a radius of 12 yards. No creature with the Undead Trait may enter this zone, and any creature with the Corruption Trait must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.
In addition, the wind of Ghyran blows so strongly within the zone that all spells and magical effects powered by Ghyran gain a +30 bonus to all relevant Tests, while all spells and effects powered by Dhar or Shyish suffer a -30 penalty.
More Like This
Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer
The Cook: A #MondayMutant for WFRP 4th Edition
Following on from last Monday’s post, and inspired by one of the images there, here is a Mutant concept that fuses the living and the inanimate. It might be encountered in a place like Castle Wittgenstein from Death on the Reik, or the dread Castle Drachenfels, or anywhere else that has been seriously warped by the influence of Chaos.
Let me know what you think, especially if you have any ideas or suggestions for refining the stats. And if you use this Mutant in a game, please share your account of the battle!
The Cook
Encountered in the castle’s kitchens, the cook has become fused with a pot of boiling, bubbling stew. In addition to two legs of flesh, the cook has three short stubby, metal legs attached to its pot-body.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
3 | 30 | 30 | 30 | 30 | 30 | 5 | 30 | 30 | 30 | 30 | 12 |
Mutations: Fused Body (Body and Legs, Metal), Multiple Legs
Traits: Armour 2 (Body and Metal Legs), Painless (Body and Metal Legs), Ranged +2 (Stew – see below) Ladle (Improvised Weapon) +1
When a leg hit is indicated, take into account the direction from which the attack has come. The cook’s human legs are placed normally, while one of the three metal pot-legs is in front of each human leg, and the final metal leg is centrally placed at the front of the Mutant’s body.
For random generation, roll 1d10 and consult the following table:
1d10 | Leg |
1-2 | Human, left |
3-4 | Metal, left |
5-6 | Metal, front |
7-8 | Metal, right |
9-10 | Human, right |
Stew (Ranged Weapon)
The cook can use its ladle to splash hot stew at an enemy. This is a Ranged attack (Range 3) with the Blast 1 Quality and the Imprecise and Undamaging Flaws. Damage is +2, and any successful head hit causes one Blinded condition.
For a tougher encounter, the stew may be tainted by Chaos, with each damaging hit counting as Minor exposure to Corruption. It may even lash out on its own, giving the cook the Trait Tentacles in addition to those listed above.
Variant: The Laundress
Encountered in the castle’s laundry – or perhaps by a nearby stream, beating wet clothes on a rock – the laundress is pretty much identical to the cook. The only differences, apart from the location, are that hot, soapy water takes the place of stew and animated clothes take the place of tentacles.
A Couple More Variants

This simpler variant has the usual number of legs, a metal body and head, and a Vomit attack.

This one has the Headless mutation, Small size, and just two metal legs.
Be Our Guest. . . .
With a little work, it’s possible to come up with an entire staff of Mutants, like a dark and twisted version of the castle’s inhabitants from Disney’s Beauty and the Beast. Have fun – and feel free to share your creations in the comments section below.
Monday Mutants
Well, the Monday Maps haven’t been as big a hit as I had hoped, so here’s something different.
For a long time, mutants were only found in science fiction settings, their forms warped by radiation or other more-or-less scientific causes. Medieval art is full of weird and grotesque figures, though, and in a game such as Warhammer Fantasy Roleplay, the Ruinous Powers of Chaos twist bodies and minds into unimaginable shapes. The Enemy in Shadows Companion has a chapter on Mutants in the Empire, and in the thirty-odd years since the first edition of WFRP was published, other games have taken similar approaches to Chaos and mutation.
Mix-and-match animal heads, arms, and legs are commonplace in fantasy these days, but here are some old pictures that take mutation to another level. Why not try to stat them and post your ideas in the comments below? It could be fun.
If these are too tame for you, mix in some inorganic parts for the full, Heironymus Bosch level of crazy.

For more wacky mutant goodness like this, use “The Drolatic Dreams of Pantagruel” as a search term.
The mutation tables in the Enemy in Shadows Companion don’t cover anything like this, so here’s a stab. Perhaps some of you will have better ideas, in which case please drop them in the comments below.
New Mutation: Fused Body
A part of your body becomes fused with an inanimate object.
Random Generation
I recommend that you use this mutation deliberately rather than using random generation, but if you strongly prefer to do so, make two rolls on the Physical Corruption table. If they are identical, use this mutation; otherwise, apply the first roll as usual.
Use the Hit Locations table on page 159 of the WFRP rulebook to determine which body part is affected, and then choose from what is close by or roll on the following table:
Roll | Material | Examples |
01-25 | Wood | Barrel, chair, chest |
26-50 | Stone | Statue, rock, planter |
51-75 | Ceramic | Pot, bowl, lamp |
76-00 | Metal | Jug, tub, poker |
Armor may not be worn on a location affected by this mutation.
Wood gives a Mutant +1 AP and the Painless Trait, both on the affected location only. The location gains one Ablaze condition on any critical hit with a fire weapon. Other effects are:
Stone gives a Mutant +3 AP and the Painless Trait, both on the affected location only. Critical hits to the location are ignored when the attack roll is a double. Other effects are:
Ceramic (including glass) gives a Mutant +1 AP and the Painless Trait, both on the affected location only. Because ceramic is brittle, use the higher number as tens when rolling on the Critical Tables. Other effects are:
Metal gives a Mutant +2 AP and the Painless Trait, both on the affected location only. Other effects are:
Use Your Imagination!
More than any other mutation, this one requires some imagination on the part of the GM. It is not possible to cover in detail the effects of fusing with every possible inanimate object, so feel free to treat the effects above as guidelines rather than hard rules. Use them as a starting point, play around with the modifiers, and produce something that you personally find satisfying.