Chaos Lord
A warlord who is both strategic problem and murder engine.
Threat File — Chaos Lord
TR 14 · Traitor AstartesSaves: Toughness +9, Willpower +8, Presence +9
Proficiencies: Command +10, Intimidation +9, Athletics +10
Lord of the Black Crusade. Traitor allies within 60 feet do not make Morale checks while the Lord stands and fights.
Trophy-Dread. When the Lord reduces a creature to 0 Vitality, each enemy that saw it makes a Willpower Save DC 17 or becomes Frightened until the end of its next turn. Enemy leaders and heroes save at Disadvantage.
Sigil of Dark Favor. Once per scene, the Lord negates one attack, power, or effect outright as the gods intervene.
Multiattack. The Lord makes two Daemon Weapon attacks, or one Daemon Weapon attack and one plasma pistol shot: Ranged Attack: +9 to hit, range 40/120 ft., one target. Hit: 2d8 + 4 energy damage.
Daemon Weapon. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 2d10 + 6 rending damage. On a critical hit, the target suffers Corruption exposure and the blade feeds, restoring 10 Vitality to the Lord.
Murder the Example. The Lord makes one Daemon Weapon attack at Advantage against a Pinned, Suppressed, or Exposed enemy. If the target is reduced to 0 Vitality, all traitor allies within 60 feet rally, ending any Pinned, Suppressed, or Frightened conditions on them.
Point of the Blade. When an enemy the Lord can see kills a traitor ally, one allied traitor unit within 60 feet immediately moves up to its Movement or makes one attack.
Morale: Does not break; withdraws only as strategy, and always at a moment that costs the party something.
Tactics: He is an encounter designer, not a duelist: he enters fights his warband has already shaped with fire lanes, traps, and screening bodies, and targets whoever holds the party together. Give the encounter an objective beyond his death, because if the fight turns he leaves early and well.
Loot / Evidence / Hooks: The daemon weapon is bound to a named entity that will negotiate with whoever picks it up, and his campaign maps expose the warband's next three targets.
Enemy Dossier
GM ReferenceA Chaos Lord is a warlord with ten lifetimes of campaign experience, a warband that fears him correctly, and personal combat ability that makes the fear rational. He is a strategic problem the party can also die to in melee.
Use this enemy as a campaign villain or climax boss whose plans shape multiple sessions before his blade ever does.
Extreme durability, dominant melee, strong command aura, fear pressure, layered wargear defenses, always fights with prepared ground and expendable followers.
Lord of the Black Crusade. Traitor allies within 60 feet do not check Morale while the Lord stands and fights.
Trophy-Dread. Enemies who see the Lord kill make a Morale check; leaders and heroes save at Disadvantage.
Sigil of Dark Favor. Once per scene, negates one attack, power, or effect outright as the gods intervene.
Daemon Weapon. Devastating melee attack; each critical hit inflicts Corruption exposure and feeds the blade.
Point of the Blade. Commands: one allied traitor unit immediately moves or attacks out of sequence.
Murder the Example. Executes a Pinned, Suppressed, or Exposed enemy with Advantage; on a kill, all traitor allies rally.
Morale: Does not break; withdraws only as strategy, and always at a moment that costs the party something.
Tactics: Run him as an encounter designer, not a duelist — he enters fights his warband has already shaped with fire lanes, traps, and screening bodies. He targets whoever holds the party together. If the fight turns, he leaves early and well, and the party should hate it. Give the encounter an objective beyond his death: the ritual, the hostage, the extraction window.
Full Stat Block Priority: Boss