Hell Pit Abomination

ID: wh2_main_skv_mon_hell_pit_abomination


Hell Pit Abomination
1 1800 450
Too Horrible to Die
Causes Terror
Armour 50
Leadership 90
Speed 58
Melee Attack 42
Melee Defence 30
Weapon Strength 520
Charge Bonus 25


Unit Description

The very image of madness and ruin; the ultimate rat-made menace unleashed.

Historical Description

The Hell-Pit Abomination is a living mountain of misshapen flesh. The creature moves in a rippling tide of unnatural spasms, writhing like a worm and using its many limbs to pull and drag its hideous bulk forward. Various mechanical bits, such as wheels, cogs, and fluid-pumps have been grafted into the beast to ensure it moves at optimal speed and that the Warpstone mutated growth agents are regularly injected into the beast's hyper-fast metabolism. A multitude of heads dart out of the lumpen mound of muscle and bone at the behemoth's fore. The heads that snake out are all vermin-like, but some glisten hairlessly, like unborn rat monstrosities. Many have eyes, but no few are blind, twisting and craning to catch the scent of prey, hissing and snapping at the air with razor-sharp incisors. Many foes will flee from the unnatural sight of a Hell-Pit Abomination. Once in combat the Hell-Pit Abomination is relentless, dragging its bulk onwards to crush any in its wake. Hell-Pit Abominations are notoriously hard to slay and there are accounts of the beasts visibly healing wounds, regrowing severed limbs and rising from the dead to attack again.


The Rats Emerge

Killing a Hell-Pit Abomination is never a simple matter; when it dies many fresh Skaven spawn to take its place.

Too Horrible to Die

With its last, shuddering death throes there is a chance that one or more of the foul beast's many hearts will restart.


There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Strengths & Weaknesses


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Too Horrible to Die

When death is imminent, this unit has a chance of either regaining some of its health or releasing a pack of ravening Skaven instead.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 3.00
Run Speed 5.80
Acceleration 3.00
Deceleration 4.00
Charge Speed 8.00
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 40.00
Ch. Dist. to Pick Target 40.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 42
Melee Defence 30
Charge Bonus 25
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 90
Bonus Hit Points 12092
Unit Stats
Unit Caste Monster
Unit Weight Medium
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 1800
Upkeep Cost 450
Unit Size 1
Melee CP 1800
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 17
Bonus vs Infantry
Weapon Damage 155
Weapon AP Damage 365
Building Damage 500
Armour Value 50
Missile Block Chance 0