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WFRP 4 Monsters: The Index

February 28, 2024 27 comments


A couple of years ago, I started a project to create unofficial WFRP 4th edition stats for a lot of old Citadel Miniatures.

There are quite a few of them now, so I’m posting this index for easy reference.

If you like this kind of content, please leave a rating so I’ll know to do more (as everyone says online, like and subscribe!). If not, please leave a comment to let me know what you’d rather see. For example, I’m thinking of doing WFRP 1 stats for those creatures that don’t already have them.

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal
Greater Daemon of Malal
Medusas
Daemons of Law
The Cook: A Mutant
More Mutants
Great Cats and Elven Beastfriends


Monsters are one of my favorite elements of fantasy, myth, and folklore, so I hope you enjoy these.

Also, watch this blog for news as my #cunningplan develops and the #secretproject takes shape!


Independent Daemons in WFRP 4th Edition

July 25, 2020 36 comments

A selection of miniatures from the Citadel C18 Nights Horrors and C22 Creatures ranges.

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.

MWSBSSTIAgDexIntWPFelW
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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.

MWSBSSTIAgDexIntWPFelW
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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.

MWSBSSTIAgDexIntWPFelW
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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

From the Third Citadel Compendium

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.

MWSBSSTIAgDexIntWPFelW
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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)


The Monsters so Far:

WFRP 4 Monsters – The Index


Jabberwock: A Forgotten WFRP Monster

May 16, 2020 49 comments

Well, it’s not original to WFRP, of course. The beast was born in Lewis Carroll’s poem Jabberwockyand 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. Journal 1

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

WFRP 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)

The Monsters so Far:

WFRP 4 Monsters – The Index

Mabrothrax: A Forgotten WFRP Monster

May 2, 2020 23 comments

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.

Plague Elemental - Compendium 3 Plague Elemental Write-up 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 MabrothraxWFRP 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.

The Monsters so Far:

WFRP 4 Monsters – The Index

Mardagg: A Forgotten WFRP Monster

April 25, 2020 27 comments

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.

Mardagg - Compendium 3

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

Mardagg - Warhammer - The Old World - Lexicanum

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.


The Monsters so Far:

WFRP 4 Monsters – The Index

Viydagg: A Forgotten WFRP Monster

April 18, 2020 29 comments

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.


The Monsters so Far:

WFRP 4 Monsters – The Index

The Cook: A #MondayMutant for WFRP 4th Edition

April 13, 2020 3 comments

 

 

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

 

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

 

François Rabelais. Les Songes Drolatiques de Pantagruel. Paris : Edwin Tross, 1869.

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

April 6, 2020 7 comments

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.

 

Mutants 1

 

Mutants 2

 

If these are too tame for you, mix in some inorganic parts for the full, Heironymus Bosch level of crazy.

 

Mutants 3

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:

Wood

 

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:

Stone

 

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:

Ceramic

 

Metal gives a Mutant +2 AP and the Painless Trait, both on the affected location only.  Other effects are:

Stone

 

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.

 

Zoats: From Warhammer to 40K (and back again)

March 28, 2020 30 comments

A little while ago, I wrote a post about the Ambull, a Warhammer 40,000 creature that had a (very) short career in WFRP. I was inspired in part by the Ambull’s reappearance in Warhammer Quest: Blackstone Fortress, and back in January Games Workshop revealed a new Zoat miniature for the same game.

The Zoat’s history in Warhammer and 40K is a troubled one. Its origins are tied up with those of the Fimir, which the excellent Luke Maciak discussed in a post on his Terminally Incoherent blog a few years ago.

In short, Bryan Ansell came in one day with a sketch of a Zoat, and wanted the creatures added to WFRP as a new race which would be distinctive and unique to Warhammer. We already had Warriors of Chaos and the recently-released Skaven, so we writers thought Warhammer and WFRP were pretty safe on that score, and to be honest we didn’t find the sketch too inspiring. By the way, I vaguely remember that Bryan put a note on the sketch giving the pronunciation as “Zow-at.” I don’t know if anyone else spotted that at the time, but we all pronounced the name to rhyme with “goat” and as far as I know everyone else has done the same ever since.

Bryan was not discouraged by our lukewarm response to his idea. He told us that Zoats would have to go in, or we would have to come up with something else that satisfied the same requirements. That was when Jes Goodwin, Tony Ackland, and I began to develop the Fimir.

WFRP1

Zoats from the WFRP 1st edition rulebook. Left: Bob Naismith. Right: Tony Ackland.

To be on the safe side, I also wrote Zoats up for the WFRP 1st edition rulebook. Perhaps some memory of The Dark Crystal was rattling about in my brain at the time, because I ended up making them reclusive forest mystics and possible Wood Elf allies. Rules for Zoat allied contingents appeared in Ravening Hordes for Warhammer 2nd edition and Warhammer Armies for 3rd edition, but they never really caught on and by 4th edition Warhammer they were gone. They reappeared in the Storm of Magic supplement for Warhammer 8th edition in 2011, but never re-established themselves firmly in the lore of the Old World.

Warhammer Armies

Zoats from Warhammer Armies.

Zoats did rather better in Warhammer 40,000. The masters for the slow-selling fantasy miniatures were given face masks and futuristic weapons, and they got a new backstory making them a servitor race of the Tyranids. More on their 40K career can be found on the Warhammer 40,000 wiki, and of course that is how they came to Blackstone Fortress, in the form of a single miniature.

zoat-2020-1

The new Blackstone Fortress Zoat.

I don’t expect Zoats will reappear in Game Workshop’s reboot of the Old World setting, or in anything Cubicle 7 publishes for WFRP. Still, for those who may be interested I have done a quick WFRP 4th edition profile for them, based on the entry in the WFRP 1st edition rulebook. Let me have your thoughts. Also let me know if you feel inspired to use Zoats in a WFRP adventure, or if you know of any appearance in an official Warhammer or WFRP publication that I have missed.

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.


ZOATS

WFRP1_RulebookIn many parts of the Old World, Zoats are regarded as creatures of legend. They are solitary by nature, living in the depths of the most ancient forests. Despite their bulk, they are quiet and reclusive, and can move through the densest undergrowth with hardly a sound. Occasionally, they have dealings with the Wood Elves, and on rare occasions they have been known to make contact with Humans. It is said that they strive to keep the forests free of monsters such as Beastmen and Goblinoids. Ancient Elvish songs tell of single Zoats coming to the aid of beleaguered Wood Elf settlements.

Zoats are centauroid in appearance, standing some six feet high and eight feet long. Heavy plates of fused scales cover their shoulders, back, and hindquarters. Their heads are reptilian in appearance, with a broad, slightly domed skull, large eyes, and a wide mouth that gives them a wry expression. Colour ranges from dark brown through maroon to purple. They do not wear clothing or armour.

Their characteristic weapon is a long, two-handed mace whose tip is a cylinder of black stone bound in a silvery metal. The head is carved with strange runes that are indecipherable by other races. All Zoats seem to speak a common grinding, rumbling tongue; they may also speak Eltharin and occasionally the local Human language.

M WS BS S T I Ag Dex Int WP Fel W
7 59 25 50 50 50 25 43 45 43 40 19

Traits: Arboreal, Armour 3 (body/hindquarters, Armour 1 (elsewhere), Night Vision, Size (Large), Stride, Tracker, Weapon +8

Optional: Spellcaster (Amber)

Zoat Mace

Price Enc Availability Reach Damage Qualities and Flaws
N/A 3 Exotic 3 +SB+6 Damaging, Impact1, Pummel, Unbreakable, Tiring2

1. A Zoat Mace wielded by a spellcaster is normally inscribed with a mystical rune that gives it the Impact Quality.

2. Only if the wielder’s SB is 3 or less.


The Monsters so Far:

WFRP 4 Monsters – The Index

Great Cats and Elven Beastfriends for WFRP4

March 19, 2020 6 comments

Those of you who have seen the Enemy in Shadows Companion for WFRP 4th edition will have seen a mention of “great cats” in the chapter “On the Road.” This little encounter features a werecat as well – a creature never seen before or since in Warhammer. It all dates back to the very first days of Warhammer Fantasy Roleplay in late 1986.

I’ve blogged about “On the Road” before, and if you are interested in why and how I wrote this piece you can read all about it here. As the Warhammer setting developed, werewolves and other were-creatures disappeared: to the best of my knowledge, the last mention of a lycanthrope in an official Warhammer publication was in a WFRP 1st edition adventure called “The Howling Season,” published in the Warhammer Companion (which Cubicle 7 has just made available in electronic form). That was published by Flame in 1990.

Lycanthropes in the Old World are a subject for another day, when I have more time than I do today. But since Andy Law just posted an intriguing short article on cats in the Old World – complete with a Henchman career – I thought I’d take a moment to tell you what I know about the great cats of the Old World’s forests.

It started, like most things Warhammer, with a miniatures ad in White Dwarf.

Image result for citadel elf animal keepers

Game stats for Warhammer 3rd edition appeared in Warhammer Armies, with a name doubtless inspired by a fantasy movie from 1982.

Beastmasters

I made sure that the 1st edition WFRP rulebook covered all of these beasts, including the cats. I imagined markings like those of a European wildcat (Felis silvestris), but a size and shape somewhere between cheetah and mountain lion, like the miniatures.

WFRP1 cat

…and I wrote up a Beastfriend career for Wood Elves which appeared in the Warhammer Companion (did I mention that you can get this rarest of WFRP supplements in PDF form? I’m sure I did.) which was reprinted in Apocrypha Now.

Beastfriend illo

And there it ended. The great cats disappeared from Warhammer lore and were forgotten. When the Enemy in Shadows Companion went to Games Workshop for approval, the mention of great cats raised some eyebrows because no one remembered them. A small text box was added to the 4th edition version of “On the Road” for the benefit of surprised readers, along with a stat box for the cats themselves. (Sorry, I’m not going to violate copyright and show it here, but then you’ll already have it in your copy of the Enemy in Shadows Companion – or the one you’ve been meaning to buy, right? Right?)

Well, then, all this is very interesting, but who cares, really? I suppose it depends on whether you like cats, or Wood Elf careers, or both. One day I hope I’ll get round to writing up a Beastfriend career for WFRP 4th edition, but until then you can improvise one.

Start by creating a Wood Elf Scout or Hunter character (or some other career, at the GM’s option) with suitably high scores in Animal Training and possible Charm Animal and Animal Care. If these skills are not available within the career path, follow the Training rules on page 199 of the WFRP rulebook.

Next, create the beast using the stat block from the Enemy in Shadows Companion (What? You still haven’t got a copy? Do I have to stop being subtle?) and run it through the Henchman career in Andy’s blog post.

If you prefer a Beastfriend with a hound, Andy’s got dogs pretty well covered here. For bears and boars, you can find base stats in the Bestiary of the WFRP rulebook. After that, you can either design your own Henchman career, or use the Trained Trait to cover the beast’s abilities.

What do you think? If you design and/or play a Beastfriend using these improvised rules, comment below and let me know how well it worked – or didn’t work. Meanwhile, I will add a 4th edition version of the Beastfriend to my long, long list of things to get round to when I have the time.