Daemon Engine, Greater
A major daemon engine that should be an encounter centerpiece.
Threat File — Daemon Engine, Greater
TR 15 · Vehicles & War EnginesSaves: Toughness +13, Willpower +11
Senses: Perceives all creatures within 120 feet regardless of darkness, smoke, or concealment; hatred is a sense
Engine of Ruin. The engine does not make Morale checks and is immune to fear and Suppression. Ordinary allies of its enemies within 60 feet make Morale checks at Disadvantage while it stands. Any single ballistic or las attack that deals 15 or less damage is shrugged off by its corrupted plate.
Sigil-Bound. Binding sigils somewhere on the hull hold the daemon in. Reaching them under fire and defacing or completing them (three successful Lore or Tech checks DC 16 while adjacent) changes the fight entirely: the daemon turns on its summoners, goes berserk, or is banished, at GM discretion. This is the intended path to victory.
Wrathful Repair. At the start of each of its turns, warp-flesh reknits 10 Vitality. Damage from completed sigil work, banishment rites, or attacks dealing 30+ in one hit is not repaired.
Tread of Dread. A creature that starts its turn within 30 feet of the engine makes a Willpower Save DC 17 or is Frightened until the end of its turn.
Hellforged Cannonade. The engine bombards a point within 300 feet. Each creature within 20 feet of that point makes an Agility Save DC 17, taking 4d10 + 6 fire damage on a failure, or half on a success. The zone becomes burning, corrupting ground until the end of the scene.
Crushing Assault. Melee Attack: +10 to hit, reach 15 ft., up to two targets or one vehicle or structure. Hit: 4d10 + 8 bludgeoning damage. Cover, vehicles, and formations struck are destroyed or breached in the same gesture.
Bellow of the Bound. Every enemy within 60 feet makes a Willpower Save DC 17. On a failure the creature is Frightened and Suppressed until the end of its next turn.
Wrath Answers. When a creature damages the engine with a melee attack or touches its sigils, the engine makes one Crushing Assault attack against it.
Morale: Does not make Morale checks. It fights until banished, unbound, or its summoners' purpose is complete; then it leaves a wound in the ground.
Tactics: Build the encounter as an objective, not a health bar: sigils to reach, rites to complete, anti-armor to position, civilians to evacuate. Its attrition output should make a straight fight feel like a losing clock. Give it phases; each system the party breaks changes what it does next.
Loot / Evidence / Hooks: Its crater is the loot: sigil fragments a Lore scholar would bleed for, hellforged plate, and a name that must not be recorded but will be.
Enemy Dossier
GM ReferenceA Greater Daemon Engine is a major bound horror in a war-engine's body — a centerpiece monster of brass, hate, and heavy weapons that reshapes any battle it enters. It is not encountered; it is survived, banished, or unbound.
Use this threat as an encounter centerpiece or set-piece boss with objectives: banishment rites, binding sigils, anti-armor assets, or a reason to run.
Threat Profile: Boss-grade — extreme corrupted armor, devastating melee and warp artillery, fear aura, Corruption pressure, no morale, best defeated through weak points, binding sigils, or banishment objectives rather than raw attrition.
Engine of Ruin. No morale; immune to fear and Suppression, and its presence forces Morale pressure on ordinary allies of its enemies.
Sigil-Bound. Somewhere on the hull, binding sigils hold the daemon in; defacing or completing them (a hard objective under fire) changes the fight entirely.
Wrathful Repair. Warp-flesh reknits light damage each round; only focused harm or sigil work outpaces it.
Tread of Dread. Creatures starting their turn within its shadow save on Willpower or are Frightened.
Hellforged Cannonade. Area bombardment; zones struck become burning, corrupting ground.
Crushing Assault. Vehicle-scale melee that destroys cover, vehicles, and formations in the same gesture.
Bellow of the Bound. Roar forcing Willpower Saves in a wide radius; failures are Frightened and Suppressed.
Morale: None. It fights until banished, unbound, or its summoners' purpose is complete — then it leaves a wound in the ground.
Tactics: Build the encounter as an objective, not a health bar: sigils to reach, rites to complete, anti-armor to position, civilians to evacuate. Its attrition output should make a straight fight feel like a losing clock. Give it phases — each system the party breaks changes what it does next.
Full Stat Block Priority: Boss