Daemonette-Type
A fast melee daemon with grace and claws.
Threat File — Daemonette-Type
TR 5 · Daemons & Warp EntitiesProficiencies: Acrobatics +6, Stealth +6
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished on a gasp of perfume and static.
Unnatural Allure. Enemies starting their turn within 15 feet make a Willpower Save DC 13 or are transfixed, unable to make Reactive attacks or Reactive Fire until their next turn.
Quicksilver Grace. The daemonette has Advantage on initiative and moves through difficult terrain and enemy spaces without penalty.
Piercing Claws. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage. The attack ignores the Defense benefit of Light Cover; on a critical hit, the target is Exposed until the end of its next turn.
Flickering Advance. The daemonette moves up to 40 feet without provoking Reactive attacks or Reactive Fire from transfixed targets, then makes a Piercing Claws attack.
Cruel Chorus. If three or more daemonettes are adjacent to one target, it makes a Willpower Save DC 13 or is Frightened by the whispering until the end of its next turn.
Morale: Does not make Morale checks, but has abundant caprice (daemonic nature). Packs may break off mid-fight to pursue something more interesting, which is rarely good news for whoever is more interesting.
Tactics: Run them as a fast flanking tide that arrives a full round before the party expects melee. They pick targets by fascination, not threat — the beautiful, the frightened, the loudest. Their allure punishes overwatch-style plans; disciplined fire and ugly, practical violence are the counters.
Loot / Evidence / Hooks: The perfume lingers on whatever the pack touched and pulls at the mind for days; a scrap of claw-chitin, honed, holds an edge no armory can explain.
Enemy Dossier
GM ReferenceA Daemonette-Type is a fast melee daemon of grace and claws — beautiful at a distance, wrong up close, and inside the party's reach before the distinction matters. It fights like a dance the party was not taught.
Use this enemy as Slaanesh's line infantry: fast melee packs that punish hesitation, isolation, and anyone who stops to stare.
Low-moderate durability, high speed and initiative, slashing melee, fascination and fear pressure, reaction denial, immune to morale and Suppression, banished rather than killed.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality on a gasp of perfume and static.
Unnatural Allure. Enemies starting their turn within 15 feet save or are transfixed, unable to make Reactive attacks until their next turn.
Quicksilver Grace. Always acts early; moves through difficult terrain and past enemies without penalty.
Piercing Claws. Fast melee attack that ignores the Defense benefit of Light Cover; critical hits leave the target Exposed.
Flickering Advance. Moves up to 40 feet without provoking Reactive Fire from transfixed targets, and attacks.
Cruel Chorus. Three or more daemonettes adjacent to one target force it to save or be Shaken by the whispering.
Morale: No morale, but abundant caprice: packs may break off mid-fight to pursue something more interesting, which is rarely good news for whoever is more interesting.
Tactics: Run them as a fast flanking tide that arrives a full round before the party expects melee. They pick targets by fascination, not threat — the beautiful, the frightened, the loudest. Their allure punishes overwatch-style plans; disciplined fire and ugly, practical violence are the counters.
Full Stat Block Priority: Medium