Blue Horror-Type
A lesser trick-daemon that should split, multiply, or frustrate.
Threat File — Blue Horror-Type
TR 3 · Daemons & Warp EntitiesDaemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished — usually.
Spiteful Division. When banished, the horror splits into two brimstone flickers (Defense 10, Vitality 3) that scurry, singe for 1d4 fire damage, and pop — unless it was destroyed by flame, faith, or warded means, in which case it stays gone.
Grumbling Mob. The horror gains +1 to hit for each other horror adjacent to it (maximum +3).
Petty Warpflame. Ranged Attack: +4 to hit, range 30/60 ft., one target. Hit: 1d6 + 1 warp damage. A target that fails an Agility Save DC 11 takes an additional 1d4 warp damage at the start of its next turn.
Underfoot Spite. The horror moves through enemy spaces, tripping and singeing; each creature it passes makes an Agility Save DC 11 or has Disadvantage on its next attack.
Morale: Does not make Morale checks, only resentment (daemonic nature). Horrors bicker, sulk, and scatter theatrically, then drift back the moment attention moves on.
Tactics: They are the arithmetic trap of a Tzeentch fight: every one destroyed becomes two smaller problems, and the party must decide whether clearing chaff is worth doubling it. Use them to soak actions while the real threats work. Flame and faith end them properly; bullets mostly rearrange them.
Loot / Evidence / Hooks: Popped flickers leave pinches of brimstone ash that reeks of the warp — worthless to sell, useful to a savant tracing where the rift was opened.
Enemy Dossier
GM ReferenceA Blue Horror-Type is a lesser trick-daemon of Tzeentch: sullen, spiteful, and existing mostly to multiply the party's problems — sometimes literally. Killing things like it is how the fight gets bigger.
Use this enemy as the residue and reinforcement of Tzeentchian daemon fights — chaff that punishes tidy kill-math and rewards questions about fire discipline.
Low durability, weak warpflame attacks, dangerous in accumulating numbers, splitting and spawning behavior, minor Corruption exposure, immune to morale, banished in stages.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality — usually.
Spiteful Division. When banished, it may split into two brimstone flickers that scurry, burn, and pop, or reform if ignored too long.
Petty Warpflame. Weak ranged flame attack; failed saves against it sting worse next round.
Grumbling Mob. Gains +1 to hit for each other horror adjacent to it (max +3).
Underfoot Spite. Moves through enemy spaces, tripping and singeing; each creature passed saves or has Disadvantage on its next attack.
Morale: No morale, abundant resentment; horrors bicker, sulk, and scatter theatrically, then drift back the moment attention moves on.
Tactics: They are the arithmetic trap of a Tzeentch fight: every one destroyed becomes two smaller problems, and the party must decide whether clearing chaff is worth doubling it. Use them to soak actions while the real threats work. Flame and faith end them properly; bullets mostly rearrange them.
Full Stat Block Priority: Low