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Lexicanum

Blue-Flame Acolyte

A warpflame user who burns bodies and certainty.

Threat File — Blue-Flame Acolyte

TR 4 · Chaos God-Aligned Cults
TzeentchFlamePsychicStat Block Priority: Medium
Blue-Flame AcolyteTR 4Human · Specialist
TzeentchFlamePsychic
Defense 13 · Vitality 24 · Move 30 ft. · Initiative +1
STR +0AGI +1TGH +1INT +1WIL +2PRS +0
// Traits

Fire That Changes. A creature damaged by the acolyte's warpflame makes a Willpower Save DC 12 or suffers Corruption exposure; what the flame touches is never quite restored.

Robes of Cinders. The acolyte is resistant to fire damage and wreathed in blue light that sheds bright light for 20 feet, making it a beautiful, obvious target.

// Actions

Gout of Change. A 15-foot cone of warpflame. Creatures in the cone make an Agility Save DC 12, taking 2d6 fire damage on a failure or half on a success. A creature that fails by 5 or more also suffers a minor temporary mutation of the GM's cruelty until the scene ends.

Pyre the Position. The acolyte sets one piece of cover within 30 feet alight with flame that burns without fuel. That cover is denied for the scene; a creature using it takes 1d6 fire damage at the start of its turn.

Flare of Unmaking. Once, when the acolyte is bloodied or reduced to 0 Vitality, it may detonate: creatures within 10 feet make an Agility Save DC 12, taking 2d6 fire damage on a failure or half on a success, and failed saves risk Corruption exposure.

Morale: Fights with ecstatic devotion until bloodied, then either flees erratically or embraces detonation — flip a coin the party can see you flip.

Tactics: Use its cone to peel the party out of cover and into the trick gunners' lanes. Its death is a decision point — killing it while adjacent is a mistake the party makes exactly once. Let the warpflame's aftermath linger: scorch patterns that move, cover that whimpers.

Loot / Evidence / Hooks: A censer of blue flame that burns without fuel and refuses to be put out politely.

Enemy Dossier

GM Reference

The Blue-Flame Acolyte wields warpflame that burns bodies and certainty alike — fire that changes what it does not consume. It is a specialist weapon, half arsonist and half sacrament.

// Battlefield Use

Use this enemy to deny cover with fire that mutates, threatening the party with damage and Corruption at once.

// Threat Profile

Low-moderate durability, area warpflame damage, cover denial, mutation and Corruption riders, unstable when killed.

// Signature Traits

Fire That Changes. Creatures damaged by its warpflame save against Corruption exposure; what the flame touches is never quite restored.

Robes of Cinders. Resistant to fire; wreathed in blue light that makes it a beautiful, obvious target.

// Signature Actions

Gout of Change. Cone of warpflame; failed saves take fire damage and risk mutation at the GM's cruelty.

Pyre the Position. Sets a piece of cover alight with flame that burns without fuel; the cover is denied for the scene.

Flare of Unmaking. On death or when bloodied, may detonate in a burst of changing fire, once.

Morale: Fights with ecstatic devotion until bloodied, then either flees erratically or embraces detonation — flip a coin the party can see you flip.

Tactics: Use its cone to peel the party out of cover and into the trick gunners' lanes. Its death is a decision point — killing it adjacent is a mistake the party makes exactly once. Warpflame's aftermath should linger: scorch patterns that move, cover that whimpers.

// Variants
Twin-Flame Acolytes (crossing cones)Flame-Carrier (living torch for a ritual)Ascending Acolyte (arms becoming wings mid-fight)Warpfire-Bomb Fanatic (walking detonation)

Full Stat Block Priority: Medium

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