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Lexicanum

Aeldari Farseer

A powerful seer who manipulates timing, danger, and tactical certainty.

Threat File — Aeldari Farseer

TR 12 · Aeldari
XenosAeldariPsychicDivinationLeaderStat Block Priority: High
Aeldari FarseerTR 12Xenos · Psyker, Leader
XenosAeldariPsychicDivinationLeader
Defense 18 · Vitality 95 · Move 35 ft. · Initiative +6
STR +1AGI +4TGH +2INT +5WIL +6PRS +4

Saves: Willpower +10, Presence +8

Proficiencies: Lore +10, Awareness +9, Guile +8

// Traits

Eldritch Foresight. Once per round, when an attack roll is made against the farseer or an Aeldari ally within 60 feet, the farseer may force the attacker to reroll it as fate is adjusted.

Runes of Fortune. The farseer is never surprised, never caught without an exit, and never bluffed by mundane deception. Its rune-guided psychic actions never risk Perils of the Warp.

The Long Plan. This encounter occurs because the farseer permitted it. When it is first bloodied, its exit — a webway portal, a screening unit, a timed extraction — is already in motion, and the GM should know what the farseer gained from this field.

// Actions

Doom. One creature within 120 feet makes a Willpower Save DC 16 or is Doomed: all attacks against a Doomed target deal one extra die of damage. The mark lasts until the farseer is bloodied or ends it, and the whole battlefield visibly turns toward the target.

Mind War. A duel of wills against one creature within 60 feet. The target makes a Willpower Save DC 16, taking 4d8 psychic damage and becoming Pinned inside its own skull until the end of its next turn on a failure, or half damage on a success.

Singing Spear Cast. Ranged Attack: +9 to hit, range 30/90 ft., one target. Hit: 2d10 + 5 psychic damage; damage reduction from armor or machine plating does not apply. The spear returns to the farseer's hand.

// Reactions

Fortune. When an Aeldari ally within 60 feet must make a save, the farseer grants it Advantage on that save.

Morale: Withdraws the moment the skein says this battle is spent. Its survival is measured against the craftworld's next thousand years, not this field.

Tactics: Run the farseer as the author of the encounter: terrain, timing, and enemy composition are its opening argument. In combat it Dooms the party's anchor, Fortunes its own, and duels the party psyker into paste. Its true weakness is cost — a party that becomes too expensive gets designed around instead of killed.

Loot / Evidence / Hooks: The rune pouch and ghosthelm are relics beyond price, and taking the farseer's spirit stone writes the party into the skein as a debt the craftworld will collect.

Enemy Dossier

GM Reference

An Aeldari Farseer is a master psyker who fights the battle that will happen — divination, doom-marks, and mind-war deployed with the certainty of someone who has already read the ending. The party's plan was a variable in its calculations before they made it.

// Battlefield Use

Use this enemy as the intelligence behind an Aeldari campaign: every ambush pre-known, every retreat pre-timed, every party mistake pre-purchased.

// Threat Profile

Threat Profile: Moderate durability with precognitive defense, devastating psychic attack and battlefield control, doom-marking that amplifies all Aeldari damage, campaign-scale foresight, physically fragile beneath the wards.

// Signature Traits

Eldritch Foresight. Once per round, the farseer may impose a reroll on one attack against it or one Aeldari ally as fate is adjusted.

Runes of Fortune. It is never surprised, never caught without an exit, and never bluffed by mundane deception.

The Long Plan. Encounters with the farseer occur because it permitted them; the GM should know what it gains from each.

// Signature Actions

Doom. Marks one target; all attacks against that target gain +1 die of damage until the mark lifts. The party feels the whole battlefield turn toward them.

Mind War. A duel of wills at range; the target saves or takes heavy psychic damage and is Pinned inside its own skull.

Fortune. An allied unit gains Advantage on saves until the farseer's next turn.

Singing Spear Cast. A thrown psychic weapon that wounds by will and returns to its hand.

Morale: Withdraws the moment the skein says this battle is spent — its survival is measured against the craftworld's next thousand years, not this field.

Tactics: Run the farseer as the author of the encounter: the terrain, timing, and enemy composition are its opening argument. In combat it Dooms the party's anchor, Fortunes its own, and duels the party psyker into paste. Its true weakness is cost — every prophecy spent here is one the craftworld needed elsewhere, and a party that becomes too expensive gets designed around instead of killed.

// Variants
Farseer SkyrunnerFarseer with Warlock ConclaveExodite World-SeerFarseer Whose Prophecy Requires the Party Alive

Full Stat Block Priority: High

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