Chaos Marine Sorcerer
A traitor psyker with armor and no restraint worth trusting.
Threat File — Chaos Marine Sorcerer
TR 12 · Traitor AstartesSaves: Willpower +9, Toughness +7
Proficiencies: Lore +9, Awareness +7, Guile +6
Senses: Witchsight sees through smoke, darkness, and illusion within 60 feet; cannot be surprised by mundane stealth
Warded Warplate. The sorcerer has Advantage on saves against psychic effects, and the first psychic attack against him each scene is deflected into nearby terrain.
Whispered Bargains. When the sorcerer suffers Perils of the Warp, he may pass the consequence to a willing or corrupted creature within 30 feet. If none is available, the Perils strike him in full.
Doombolt. Ranged Attack: +8 to hit, range 60/180 ft., one target. Hit: 3d10 + 4 warp damage. The attack ignores Light Cover, and on a critical hit the target suffers Corruption exposure.
Mind Leash. One enemy within 60 feet makes a Willpower Save DC 16 or immediately moves up to its Movement and makes one attack as the sorcerer directs.
Veil of Unreality. The sorcerer shrouds a 20-foot zone within 60 feet in warp-haze. Attacks into or out of the zone suffer Disadvantage until the start of his next turn.
Spent Bodyguard. Once per round, when an attack hits the sorcerer, he may force one willing or corrupted ally within 30 feet to take the damage instead.
Morale: Withdraws deliberately once the ritual, artifact, or information he came for is secured; his survival is always part of the plan.
Tactics: Stays behind marines and puts the leash on whoever the party trusts with a heavy weapon. He trades battlefield control for time, because time is what his real objective needs; if cornered, he spends bodyguards, then bargains, then vanishes badly.
Loot / Evidence / Hooks: His grimoire and force stave are worth a governor's ransom to the Inquisition, and possession of either is a death sentence twice over.
Enemy Dossier
GM ReferenceA Chaos Marine Sorcerer is a transhuman psyker with warplate, centuries of forbidden study, and no oversight he did not murder. He is both artillery and corruption vector in one armored body.
Use this enemy when the encounter needs psychic pressure the party cannot shoot through, or a ritual objective with its own bodyguard built in.
High durability, dangerous psychic attacks, battlefield control, Corruption exposure, Perils risk that endangers everyone nearby including his own side.
Armored Witchsight. Sees through smoke, darkness, and illusion within 60 feet; cannot be surprised by mundane stealth.
Warded Warplate. Advantage on saves against psychic effects; the first psychic attack against him each scene is deflected into nearby terrain.
Whispered Bargains. When the sorcerer rolls Perils, he may pass the consequence to a willing or corrupted creature within 30 feet.
Doombolt. Warp-lightning ranged attack that ignores Light Cover and inflicts Corruption exposure on a critical hit.
Mind Leash. One enemy makes a Willpower Save or moves and acts as the sorcerer directs for one action.
Veil of Unreality. Shrouds a zone in warp-haze; attacks into or out of it suffer Disadvantage until his next turn.
Morale: Withdraws deliberately when the ritual, artifact, or information he came for is secured; his survival is always part of the plan.
Tactics: Keep him behind marines and use the leash on whoever the party trusts with a heavy weapon. He trades battlefield control for time, because time is what his real objective needs. If cornered, he spends bodyguards, then bargains, then vanishes badly.
Full Stat Block Priority: High