Blight Grenadier
Throws toxic and disease-bearing munitions into cover.
Threat File — Blight Grenadier
TR 4 · Chaos God-Aligned CultsSaves: Toughness +4
Proficiencies: Fieldcraft +4
Blight Bandolier. The grenadier carries roughly six brewed munitions — gas, spore, and blight-burst rounds, each fouler than the last. The GM tracks the count; an empty grenadier hides in its clouds.
Comfortable in the Cloud. The grenadier is immune to its own toxins, is unimpaired inside its own contamination, and gains the benefit of Light Cover while fighting within one of its clouds or contaminated zones.
Blight Grenade. The grenadier throws a munition at a point within 60 feet. Each creature in a 10-foot radius makes a Toughness Save DC 12, taking 2d6 toxic damage on a failure or half on a success. The zone is contaminated for the scene: a creature ending its turn inside takes 1d4 toxic damage.
Foul the Position. The grenadier arcs a canister onto a piece of cover within 60 feet. That cover is contaminated for the scene: a creature in contact with it at the end of its turn takes 1d4 toxic damage. Clearing it is a bad job.
Spore Screen. The grenadier raises a wall of drifting spores 20 feet long within 30 feet. Until the end of the scene or until dispersed by strong wind or flame, the wall blocks sight, and a creature crossing it makes a Toughness Save DC 12 or takes 1d4 toxic damage, contracting a disease of the GM's choice on a critical failure.
Morale: Rarely flees. If bloodied, it retreats into its own contamination, where pursuit costs more than it pays.
Tactics: Target the party's best cover first and their fallback cover second — its job is map denial, not kills. Combine with slow advancing plague troops so the party loses ground and options at the same rate. Count its munitions; an empty grenadier hides in its clouds.
Loot / Evidence / Hooks: Unused blight munitions, stable enough to carry (barely), and brewing notes that point to the cult's still.
Enemy Dossier
GM ReferenceThe Blight Grenadier throws Nurgle's gifts in canister form — toxin, spore, and blight munitions that turn cover into quarantine zones. It is the plague cult's answer to a party that will not come out.
Use this enemy to deny cover and terrain, forcing the party to move through a map that gets sicker every round.
Moderate durability, area poison and disease delivery, cover denial, zone control — the map degrades while it lives.
Blight Bandolier. Carries brewed munitions: gas, spore, and blight-burst rounds, each fouler than the last.
Comfortable in the Cloud. Immune to its own toxins; fights happily inside contamination the party cannot enter.
Blight Grenade. Area burst; targets save against poison damage, and the zone stays contaminated for the scene.
Foul the Position. Arcs a canister into a piece of cover; that cover is a hazard until cleared, and clearing it is a bad job.
Spore Screen. A wall of drifting spores blocks a Fire Lane; crossing it risks disease exposure.
Morale: Rarely flees; if bloodied, retreats into its own contamination where pursuit costs more than it pays.
Tactics: Target the party's best cover first and their fallback cover second — its job is map denial, not kills. Combine with slow advancing plague troops so the party loses ground and options at the same rate. Count its munitions; an empty grenadier hides in its clouds.
Full Stat Block Priority: Medium