Vermintide

ZenBear

Explorer
I'm running a campaign for some friends who are new to D&D and I've decided to make an entire homebrew setting that takes inspiration from (read: totally rips off) several fantasy sources. I'm using the map of Westeros as the setting and cramming in every D&D playable race onto that single continent, along with several other species from different settings. For example, in place of goblins which are a playable race in my setting and therefore unsuited for wanton slaughter by PCs, I have the Skaven from Warhammer Fantasy. I've done a fair bit of work balancing these stat blocks for low-tier combat, but it shouldn't be too hard to scale them up as needed in the future. Let me know what you think, and if you have suggestions I'd be delighted to hear them!

Slave Rat
AC: 12
HP: 5 (2d6-2)
Speed: 35 ft.
STR 8 (-1) DEX 14 (+2) CON 8 (-1)
INT 8 (-1) WIS 12 (+1) CHA 6 (-2)
Sunlight Sensitivity: While in sunlight, the Skaven has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The Skaven has advantage on Wisdom (Perception) checks that rely on smell.
Cowardly Wretch: The Slave Rat has disadvantage on saving throws against being frightened unless lead by more a powerful Skaven.
Dagger: +4, 4(1d4+2) piercing damage.
Sling: +4, 4(1d4+2) bludgeoning damage, 30/120 ft.
Bite: +4, 4(1d4+2) piercing damage.
CR: 1/8

Clanrat
AC: 16 (hide armor & shield)
HP: 20 (4d6+4)
Speed: 35 ft.
STR 10 (0) DEX 14 (+2) CON 12 (+1)
INT 10 (0) WIS 12 (+1) CHA 8 (-1)
Sunlight Sensitivity
Keen Smell
Pack Tactics: The Skaven has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Shortsword: +4, 5(1d6+2) piercing damage.
Bite: +4, 4(1d4+2) piercing damage.
CR: 1/4

Stormvermin
AC: 16 (scale)
HP: 44 (8d6+16)
Speed: 30 ft.
STR: 14 (+3) DEX: 14 (+2) CON: 14 (+2)
INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)
Sunlight Sensitivity
Keen Smell
Pack Tactics
Martial Advantage: Once per turn, the Stormvermin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the Stormvermin that isn’t incapacitated.
Glaive: +4, 7 (1d10+2), reach
CR: 2

Fangleader
AC: 18 (scale+shield)
HP: 55 (10d6+10)
Speed: 30 ft.
STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2)
INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)
Sunlight Sensitivity
Keen Smell
Pack Tactics
Martial Advantage: 7 (2d6)
Multiattack: The Fangleader makes two longsword attacks.
Longsword: +5, 7 (1d8+3)
CR: 3

Night Runner
AC: 14 (leather)
HP: 27 (6d6+6)
Speed: 35 ft.
STR: 10 (0) DEX: 16 (+3) CON: 12 (+1)
INT: 12 (+1) WIS: 12 (+1) CHA: 8 (-1)
Skills: Stealth +9 (Expertise)
Sunlight Sensitivity
Keen Smell
Pack Tactics
Ambusher: In the first round of a combat, the Night Runner has advantage on attack rolls against any creature it surprised.
Surprise Attack: If the Night Runner surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Nimble Escape: The Night Runner can take the Disengage or Hide action as a Bonus Action on each of its turns.
Multiattack: The Night Runner makes two short sword attacks.
Short Sword: +6, 6 (1d6+3)
Shuriken: +6, 5 (1d4+3), 20/60 ft.
CR: 3

Plague Monk
AC: 12
HP: 55 (10d6+20)
Speed: 35 ft.
STR: 10 (0) DEX: 14 (+2) CON: 14 (+2)
INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1)
Skills: Perception +3, Stealth +4
Sunlight Sensitivity
Keen Smell
Pack Tactics
Tough (Recharges after a Short or Long Rest): If the Plague Monk takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Pestilent: Devotees of Clan Pestilens are immune to the effects of poison and disease, though they remain capable of carrying such afflictions.
Actions:
Multiattack: The Plague Monk makes two attacks with its fetid blades.
Fetid Blades: +4 to hit, 5 (1d6+2) slashing damage, plus 2 (1d4) poison damage.
CR: 1

Plague Priest
AC: 14 (hide armor)
HP: 97 (15d6+45)
Speed: 35 ft.
STR: 10 (0) DEX: 14 (+2) CON: 16 (+3)
INT: 10 (0) WIS: 16 (+3) CHA: 10 (0)
Skills: Perception +6, Stealth +5
Sunlight Sensitivity
Keen Smell
Pack Tactics
Tough
Pestilent
Actions:
Multiattack: The Plague Priest makes two attacks with its Plague Censer.
Plague Censer: +4 to hit, reach 10 ft., 7 (1d10+2) bludgeoning damage, and the target must make a DC 13 CON saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Spellcasting:
0: Infestation, Spare the Dying, Thaumaturgy
1: Bane, Ray of Sickness
2: Blindness/Deafness, Ray of Enfeeblement
3: Bestow Curse, Stinking Cloud
CR: 2

Warlock-Engineer
AC: 16 (scale mail) HP: 55 (10d6+20) Speed: 35 ft.
STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2)
INT: 16 (+3) WIS: 12 (+1) CHA: 10 (0)
Skills: Arcana +5
Sunlight Sensitivity
Keen Smell
Pack Tactics
Redirect Attack: When a creature the Skaven can see targets it with an attack, the Skaven chooses another Skaven within 5 feet of it. The two Skaven swap places, and the chosen Skaven becomes the target instead.
Spellcasting: The Warlock-Engineer is a 5th level caster. It’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:
Cantrips (at-will): Mending, Shocking Grasp
1st level (3 slots) : Thunderous Smite, Warp Armor (Armor of Agathys, lighting damage)
2nd level (3 slots): Scorch (Aganazzar's Scorcher), Skitterleap (Misty Step)
3rd level (2 slot): Death Frenzy (Crusader’s Mantle), Warp Lightning (Call Lightning)
Actions:
Multiattack: The Warlock-Engineer makes two attacks with its glaive.
Glaive: +5 to hit, reach 10 ft., 7 (1d10+2) slashing damage.
CR: 3

Rat Ogre
AC: 14 (natural armor)
HP: 126 (12d10+60)
Speed: 40 ft.
STR: 20 (+5) DEX: 10 (0) CON: 20 (+5)
INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2)
Sunlight Sensitivity
Keen Smell
Squash: +8, 26 (6d6+5), the Rat Ogre lands prone in the target’s space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the Rat Ogre stands up.
Multiattack: The Rat Ogre makes two Slam attacks.
Slam: +8, 18 (3d8+5), 5ft range. If the Rat Ogre hits the same target with both Slam attacks, after resolving the attacks it may immediately attempt to Shove the target.
CR: 5

*EDIT 11/9/18: Changed Tough to match Relentless, increased CR of Plague Monks, added Nimble Escape to Night Runners.
 
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At a brief glance...
I like. Would play. I think a couple of things might be a little convoluted. The plague monks abilities seem a bit fiddly. I’d give the gutter-runner/assasin a pounce like ability. And I’d change the Rat Ogres ‘flop’ to more of a leap attack that doesn’t make it prone.

Granted the bulk of my vermontide experience comes from the video game(great fun).
 

At a brief glance...
I like. Would play. I think a couple of things might be a little convoluted. The plague monks abilities seem a bit fiddly. I’d give the gutter-runner/assasin a pounce like ability. And I’d change the Rat Ogres ‘flop’ to more of a leap attack that doesn’t make it prone.

Granted the bulk of my vermontide experience comes from the video game(great fun).

Thanks for the feedback!

I originally intended for the Night Runner to have a pounce attack for exactly that reason, but when I saw the Doppelgänger stat block it just fit so nicely I couldn’t resist. I’m definitely open to change it though. I also wanted to give them Nimble Escape, but according to the DMG that has an enormous effect on CR (despite Goblins still being CR 1/4).

The Plague Priest disease is ripped straight from the Giant Rat (Diseased) and the Rat Ogre Squash attack from the Hill Giant. I’m drawing from the Total War: Warhammer games for inspiration as well, and one of the Rat Ogre charge animations is a flying belly flop. It’s absolutely hilarious 😋
 

Thanks for the feedback!

I originally intended for the Night Runner to have a pounce attack for exactly that reason, but when I saw the Doppelgänger stat block it just fit so nicely I couldn’t resist. I’m definitely open to change it though. I also wanted to give them Nimble Escape, but according to the DMG that has an enormous effect on CR (despite Goblins still being CR 1/4).

The Plague Priest disease is ripped straight from the Giant Rat (Diseased) and the Rat Ogre Squash attack from the Hill Giant. I’m drawing from the Total War: Warhammer games for inspiration as well, and one of the Rat Ogre charge animations is a flying belly flop. It’s absolutely hilarious [emoji39]

Nice. The only war hammer game I’ve played is Blood Bowl and I imagine it’s not quite an accurate translation of the creatures involved.
 

The plague monks abilities seem a bit fiddly.

I misread this the first time, I thought you were talking about the Plague Priest.

Pestilent is there to be true to the lore. Clan Pestilens is all about spreading disease, and devotees like the Monks and Priests are at all times riddled with diseases, which inures them to pain. I represent this both in their immunity to the effects of poison and disease, and in the quality Tough. I took that feature from the game Warmachine, for which I am also working on homebrew monsters. The Tough feature is interesting and I want to see how well it works in 5e, but it could just as well be replaced by the Relentless feature from the Wereboar.
 

I misread this the first time, I thought you were talking about the Plague Priest.

Pestilent is there to be true to the lore. Clan Pestilens is all about spreading disease, and devotees like the Monks and Priests are at all times riddled with diseases, which inures them to pain. I represent this both in their immunity to the effects of poison and disease, and in the quality Tough. I took that feature from the game Warmachine, for which I am also working on homebrew monsters. The Tough feature is interesting and I want to see how well it works in 5e, but it could just as well be replaced by the Relentless feature from the Wereboar.

The only part I thought was ‘fiddly’ is the way TOUGH turns off and on. But if you can keep track of it awesome!
 


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