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Menfish – Another Lost Warhammer Race

Menfish? Yes, that’s right. These creatures were briefly a part of Warhammer lore. As well as the ad above from the first Citadel Compendium (1984), they were written up in the first edition Warhammer rules:


A few other humanoid fish types were released, such as the Fishman in the C38 Chaos Beastmen release and the early WH40K minitaure “Zhar d’uin, Piscean Prince,” but there was no further attempt to develop the Menfish concept or to create another aquatic or amphibious race.
Blazindragon left a comment in my post on Chaos Snakemen asking if I could cover the Fishmen for WFRP 4th edition, so here goes. As always, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.
Menfish

Menfish live in the underwater caves beneath the sea, and a few communities have been found in larger lakes. They live by fishing, mounting night-time raids on coastal villages, and sinking ships. Loyal only to their own kind, they attack the communities of Humans, Elves, Greenskins, and others without making any distinction between them.
The Sea Elves and other peoples have sent embassies to the Manfish communities of the northern seas proposing alliances against the forces of Chaos, but without success. It seems that the Menfish treat all outsiders as enemies, and only a handful of ambassadors escaped with their lives.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 30 | 20 | 20 | 20 | 30 | 25 | 30 | 25 | 30 | 15 | 9 |
Traits: Afraid (Fire, Sunlight), Amphibious, Animosity (other species), Bite +4, Cold-blooded, Night Vision, Swamp-strider, Territorial, Weapon +6
Optional: Armour 1, Hatred (other species), Ranged +6 (6 yards), Stealthy
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The Toad Dragon: An Old Citadel Miniature Described for WFRP4
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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
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Chaos Snakemen – A Forgotten Warhammer Race
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Chaos Snakemen – A Forgotten Warhammer Race
Recently, Gideon over at the excellent Awesome Lies blog posted a very interesting and thoughtful piece on some of the more unique creatures in the Warhammer world. As well as the oft-discussed Zoats and Fimir, Gideon takes a look at a more obscure race, Chaz Elliott’s Chaos Snakemen.

Chaz tells their story himself, and gives some details about the background he had devised for them, in this interview on Captain Crook’s Funky Wenis Rodeo. Only five miniatures were ever made, and they were never formally written up for the Warhammer rules.
In 2015, Tim Prow sculpted a small range of Snakemen for the Antiquis Malleum project by Diehard Miniatures, and a few more have appeared on the Diehard Miniatures web page.
As far as I have been able to discover, though, no rules have ever been published for them – so here is my interpretation of them for Warhammer Fantasy Roleplay 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.
S’Nethen (Chaos Snakemen)

A failed experiment by the Old Slann, the S’Nethen escaped from Lustria and fled north. Initially they planned to gather their strength and return to defeat the Old Slann and free Lustria, but the catastrophe of the warpgates and the creation of the northern Chaos Wastes made mere survival a struggle, and as centuries and millennia passed the proud S’Nethen degenerated into a barbaric and mutation-prone remnant of what they once were.
They should not be underestimated, though, for they have guarded their territory for millennia against the forces of Chaos, where other peoples have been assimilated or destroyed.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 40 | 30 | 35 | 45 | 30 | 40 | 30 | 30 | 45 | 25 | 15 |
Traits: Armour 1, Cold-blooded, Fast, Night Vision, Weapon +7
Optional: Armour 3 – 4), Bite +5, Constrictor, Corruption Minor), Dark Vision, Mutation, Ranged +7 (100), Size (Large), Spellcaster (Any), Tail +5, Venom (Easy – Very Hard)
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Viydagg: A Forgotten WFRP Monster
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Mabrothrax: A Forgotten WFRP Monster
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Devil Eel: A New Monster for WFRP4
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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
Menfish – Another Lost Warhammer Race
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Independent Daemons in WFRP 4th Edition

Before the two Realm of Chaos volumes presented the four Ruinous Powers of Chaos, Demons (as they were spelled then) in Warhammer and Warhammer Fantasy Roleplay were not too dissimilar from the demons that could be found in any other fantasy setting of the time – although some, usually described as “Chaos Demons,” were stranger.
I touched on the question of independent Daemons in my previous post on Gargoyles, so here is a rough treatment of them for WFRP 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.
Independent Daemons
Instead of pledging themselves to one of the Ruinous Powers, some follow Chaos Undivided: the force of which, in their view, each of the Chaos Gods is merely one part. This is as true of Daemons as it is of mortals.
Although each Daemon is rendered unique by its combination of mutations and optional Traits, scholars divide them into four main classes:
Imps, also known as Least Daemons, are the smallest and least dangerous of their kind. They may serve Daemonologists as familiars and assistants, or devote themselves to causing trouble whenever the opportunity arises.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 35 | 45 | 25 | 45 | 60 | 45 | 45 | 25 | 45 | 25 | 12 |
Traits: Claws, Corruption (Moderate), Daemonic 9+, Fear 1, Night Vision, Size (Small), Unstable, Weapon +5
Optional: Clever, Cunning, Fast, Hardy, Mental Corruption, Mutation, Spellcaster (Chaos), Stealthy, Tail +5, Tough
Lesser Daemons are the mainstay of Daemonic armies, and are also summoned by Daemonologists and others to perform specific tasks. Occasionally, they may be brought forth from the Realm of Chaos by a magical accident, or overpower and kill their summoner. In this case they will rampage uncontrollably until banished or destroyed.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
4 | 50 | 35 | 40 | 30 | 60 | 40 | 30 | 25 | 50 | 15 | 15 |
Traits: Claws, Corruption (Moderate), Daemonic 8+, Fear 2, Night Vision, Unstable, Weapon +9
Optional: Belligerent, Brute, Champion, Distracting, Elite, Flight 60, Frenzy, Horns +5, Mental Corruption, Mutation, Spellcaster (Chaos), Tail +7
Greater Daemons are powerful beings, and can only be controlled by the most powerful Daemonologists. They are constantly looking for ways into the material world, and are capable of summoning other Daemons to do their bidding. Their plans have been long in the making, and involve far more than simple destruction. Often they hope to enslave mortals and create a daemonic nation of their own, with themselves as absolute rulers.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 70 | 35 | 100 | 100 | 100 | 80 | 50 | 100 | 100 | 80 | 80 |
Traits: Corruption (Major), Daemonic 7+, Night Vision, Size (Large), Terror 2, Unstable, Weapon +15
Optional: Armour 1-4, Belligerent, Bite, Champion, Dark Vision, Distracting, Flight 60, Frenzy, Horns +10, Leader, Mental Corruption, Mutation, Spellcaster (Chaos), Tail +10

Greatest Daemons, sometimes called Daemon Princes, are the most powerful of the daemonic beings. No mortal can control them, though some may be able to make deals with them. On the whole,though, they have mortal servants rather than mortal masters. They appear only rarely, either at the head of a vast daemonic army or as the power behind a conspiracy to destroy a nation or an entire continent.
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
6 | 90 | 95 | 110 | 120 | 100 | 95 | 90 | 110 | 120 | 90 | 114 |
Traits: Corruption (Major), Daemonic 6+, Dark Vision, Size (Large), Terror 4, Unstable, Weapon +20
Optional: Armour 5-7, Breath +10 (Fire), Dark Vision, Die Hard, Distracting, Flight 50, Frenzy, Hardy, Horns +10, Immunity to Psychology, Leader, Mental Corruption, Mutation, Painless, Rear, Size (Enormous), Spellcaster (Chaos), Tail +10, Venom (Very Hard)
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The Mud Elemental: Two Old Monsters Combined for WFRP4
The Viydagg and Mardagg were not the only unusual “elementals” in Citadel’s miniatures range in the ’80s. The C22 “Creatures” range included a Mud Elemental, for which game rules and stats were never published.

Five years later, in the Doomstones adventure Blood in Darkness, a creature named Xhardja appeared. Also made of living mud, Xhardja took the form of lashing tentacles that rose up to attack trespassers in its mud-choked lair.

I wondered whether these two creatures might be one and the same. While Xhardja didn’t rear up in humanoid form to talk to the PCs, it is entirely possible that it could have done so. So I decided to combine the two. Here are stats for WFRP4. As always, everything that follows is to be considered a fan work and no challenge is intended to copyrights held by Games Workshop, Cubicle 7, or anyone else.
Mud Elemental

There is some debate among Wizards and other academics over whether or not these entities are true Elementals, or constructs magically animated from mud, or something else entirely. Those who reject the term “Elemental,” and those who do not concern themselves with such distinctions, simply call them Mudmen.
Mudmen are found in swamps and other muddy areas, both above and below ground. They can draw themselves up into a humanoid shape or sink down and become indistinguishable from the mud around them, attacking with a number of tentacles of animated mud.
Two profiles are provided below, one for the creature’s humanoid form and one for a single tentacle. The creature has a number of tentacles equal to its Wounds score, and each tentacle that is destroyed reduces the creature’s overall Wounds total by 1.
Humanoid Form
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
3 | 45 | – | 45 | 50 | 45 | 20 | 35 | 40 | 55 | 25 | 19 |
Traits: Amphibious, Bash (2) +8, Construct or Daemonic, Dependent (Mud), Dark Vision, Painless, Shapeshift (Mud), Swamp-Strider, Unstable
Optional: Die Hard, Size (Large), Territorial
New Traits Dependent (Various) The creature requires something to sustain it. At the end of every round in which it has not been in contact with the required substance, the creature loses 1 Wound regardless of Toughness and armour. Shapeshift (Mud) The creature can shift between humanoid form and an amorphous form in which it becomes one with the surrounding mud. The transition takes a full Action. While shapeshifted into amorphous form, the creature is vulnerable only to attacks that have an area of effect or to attacks directed against its tentacles. |
Tentacle
M | WS | BS | S | T | I | Ag | Dex | Int | WP | Fel | W |
2 | 33 | – | 45 | 50 | 65 | 10 | 15 | – | – | – | 1 |
Traits: Amphibious, Painless, 1 Tentacle +6, Swamp-Strider, Unstable
Optional: Die Hard, Size (Large), Territorial
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Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
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The Spectral Claw: An Old Citadel Miniature Described for WFRP4
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Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
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