Chaos Marine Champion
A veteran killer who demands a duel and does not need one.
Threat File — Chaos Marine Champion
TR 10 · Traitor AstartesSaves: Toughness +8, Willpower +7
Proficiencies: Athletics +9, Intimidation +7, Awareness +5
Skulls Beneath the Trophy Rack. When the champion reduces a creature to 0 Vitality, each enemy within 30 feet that saw it makes a Willpower Save DC 15 or becomes Frightened until the end of its next turn.
Contempt for Lesser Foes. The champion has Advantage on melee attacks against Pinned, Suppressed, or Exposed targets.
Warband Ascendant. Traitor allies within 30 feet gain Advantage on Morale checks while the champion is standing and fighting.
Daemon-Etched Blade. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage. On a critical hit, the target also suffers Corruption exposure.
Challenge of the Pit. The champion calls out one visible enemy within 60 feet. That target makes a Willpower Save DC 15 or has Disadvantage on attacks against anyone but the champion until the champion falls or the target answers the challenge in melee.
Plasma Pistol Snap. Ranged Attack: +7 to hit, range 40/120 ft., one target. Hit: 2d8 + 3 energy damage.
Punish the Coward. When the target of Challenge of the Pit moves away from the champion or attacks another creature, the champion may make one Plasma Pistol Snap attack against it.
Morale: Never flees a duel it is winning; withdraws with contempt if the fight offers no glory or the warband's objective is already met.
Tactics: Open with the challenge to freeze the party's decision-making, let the squad shoot while he closes, and fight the strongest visible enemy first because the gods are watching. If the duel is refused, he punishes the weakest of them for it, loudly.
Loot / Evidence / Hooks: The daemon-etched blade is a relic weapon that whispers to its bearer, and the trophy rack identifies every warrior it has killed.
Enemy Dossier
GM ReferenceA Chaos Marine Champion is a squad-killing duelist who has been offered better wargear by the gods for centuries of murder. He demands single combat as theater, then wins by any means available.
Use this enemy to lead a traitor squad, punish the party's best melee fighter, or give a warband a face worth hating across multiple sessions.
High durability, dominant melee pressure, fear pressure on kills, competent ranged fallback, drives nearby traitors forward.
Skulls Beneath the Trophy Rack. When the champion drops a target, enemies within 30 feet who saw it make a Morale check or become Shaken.
Contempt for Lesser Foes. Advantage on melee attacks against Pinned, Suppressed, or Exposed targets.
Warband Ascendant. Traitor allies within 30 feet gain Advantage on Morale checks while the champion stands.
Daemon-Etched Blade. High-damage melee attack; critical hits inflict Corruption exposure.
Challenge of the Pit. Calls out one visible enemy; that target takes Disadvantage on attacks against anyone but the champion until the challenge is answered or refused.
Plasma Pistol Snap. Short-range shot that punishes anyone retreating from the duel.
Morale: Never flees from a duel it is winning; withdraws with contempt if the fight offers no glory or the warband's objective is complete.
Tactics: Open with the challenge to freeze the party's decision-making, then let the squad shoot while the champion closes. He fights the strongest visible enemy first because the gods are watching. If the party refuses the duel, he punishes the weakest of them for it, loudly.
Full Stat Block Priority: High