Flamer-Type Daemon
A mobile warpflame projector.
Threat File — Flamer-Type Daemon
TR 7 · Daemons & Warp EntitiesDaemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished in a gout of dying flame.
Flames That Choose. Its warpflame bends around corners to find targets: attacks and saves it forces ignore the benefits of cover. Hiding from it requires warding, not walls.
Bounding Gait. The flamer moves by erratic leaps, ignoring difficult terrain and imposing Disadvantage on Reactive Fire against it.
Warpflame Torrent. The flamer discharges a 20-foot cone. Creatures inside make an Agility Save DC 13, taking 3d6 fire damage on a failure or half on a success; wounds burned by it resist healing until cleansed.
Fire That Lingers. The flamer leaves a 10-foot zone of pink-blue flame burning on the battlefield for the rest of the scene. Creatures entering or starting their turn in the zone take 1d6 fire damage.
Leaping Gout. The flamer bounds up to 30 feet and discharges a burst on landing: adjacent creatures make an Agility Save DC 13 or take 1d8 fire damage.
Scalding Recoil. When a creature within 5 feet hits the flamer with a melee attack, it vents flame: the attacker makes an Agility Save DC 13 or takes 1d8 fire damage.
Morale: Does not make Morale checks (daemonic nature). It capers toward the densest cluster of enemies with single-minded, crackling enthusiasm.
Tactics: It exists to make the party's formation and cover both wrong answers. Bound it around flanks, burn the safe corners first, and let the lingering flame zones shrink the map every round. Its counter is dispersion and range — punish parties that bunch against it.
Loot / Evidence / Hooks: Its lingering flame zones burn cold to instruments but hot to flesh; a vial of the residue is a mutagenic curiosity the Adeptus Mechanicus classifies as heresy to possess.
Enemy Dossier
GM ReferenceA Flamer-Type Daemon is a mobile warpflame projector — a hopping, fungoid fire-thing whose flame burns flesh, resolve, and the reliability of healing all at once. It is Tzeentch's answer to the flamethrower, asked by no one.
Use this enemy to punish clustered positions and fortified cover with fire that corners cannot be hidden from.
Moderate durability, cone and burst warpflame, ignores cover, healing denial, Corruption exposure through burns, bounding mobility, immune to morale and Suppression.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality in a gout of dying flame.
Flames That Choose. Its warpflame bends around cover to find targets; hiding requires warding, not walls.
Bounding Gait. Moves by erratic leaps, ignoring difficult terrain and imposing Disadvantage on Reactive Fire against it.
Warpflame Torrent. 20-foot cone: creatures inside save or burn, and burned wounds resist healing until cleansed.
Fire That Lingers. Leaves a 10-foot zone of pink-blue flame burning on the battlefield for the scene.
Leaping Gout. Bounds up to 30 feet and discharges a short burst on landing.
Morale: No morale; it capers toward the densest cluster of enemies with single-minded, crackling enthusiasm.
Tactics: It exists to make the party's formation and cover both wrong answers. Bound it around flanks, burn the safe corners first, and let the lingering flame zones shrink the map every round. Its counter is dispersion and range — punish parties that bunch against it.
Full Stat Block Priority: Medium