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Lexicanum

Greater Blood Daemon-Type

A campaign-scale melee horror.

Threat File — Greater Blood Daemon-Type

TR 16+ · Daemons & Warp Entities
KhorneGreater DaemonMeleeStat Block Priority: Boss
Greater Blood Daemon-TypeTR 16+Daemon · Boss
KhorneGreater DaemonMelee
Defense 21 · Vitality 280 · Move 50 ft. · Initiative +4
STR +8AGI +3TGH +7INT +1WIL +6PRS +5

Saves: Toughness +12, Willpower +11

Senses: Sees normally in total darkness and through smoke and battle-haze

// Traits

Colossus of Brass. Does not make Morale checks and is immune to fear and Suppression. It reduces all damage from non-sanctified, non-warp sources by 5, and its bulk destroys cover, floors, and vehicles it moves through.

Presence of Wrath. Enemies within 60 feet check Morale each round it roars; ordinary troops simply break.

Anchored Wrath. At 0 Vitality it discorporates in a detonation of brass and rage that scars the site — but it returns unless its summoning anchor is destroyed or a banishment rite is completed. Treat this as an objective encounter, never attrition.

// Actions

Multiattack. The daemon makes one Axe of Ruin attack and one Lash of Torment attack.

Axe of Ruin. Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 4d10 + 8 slashing damage. Anything it kills, it kills conspicuously: everyone who saw checks Morale.

Lash of Torment. Melee Attack: +11 to hit, reach 30 ft., one target. Hit: 2d10 + 8 fire damage and the target is dragged adjacent to the daemon and knocked Prone.

Wrathquake. The daemon slams the ground. Creatures within 30 feet make an Agility Save DC 17, taking 3d10 bludgeoning damage and falling Prone on a failure, or half damage on a success. The ground in that radius becomes difficult, ruptured terrain.

// Reactions

Meet the Blow. When a creature hits the daemon with a melee attack, it may make one Lash of Torment attack against that creature.

Morale: Does not make Morale checks in any sense (daemonic nature). It cannot be intimidated, bargained with, or discouraged, and near-banishment makes it faster, not careful.

Tactics: Run this as an objective encounter: banishment rites, the summoning anchor, sanctified ordnance, a collapsing manifestation clock, or all four — direct melee is a rotating sacrifice the party should budget for. Give it a kill-priority the players can read, champions first and banners second, and let clever use of that priority buy the rounds the ritual needs. The site does not recover afterward; put the scar on the campaign map.

Loot / Evidence / Hooks: The blast crater of its banishment is fused brass and glassed blood — a permanent warp scar the Ordo Malleus will quarantine and cults will pilgrimage to.

Enemy Dossier

GM Reference

A Greater Blood Daemon-Type is a campaign-scale melee horror — wrath old enough to predate the party's species, wearing a body built like a siege engine and carrying a weapon that ends arguments with geography. Its arrival is the loudest thing that has ever happened to the battlefield.

// Battlefield Use

Use this threat as the climax of a Khornate arc: the thing the blood tithe was for, met when the eighth seal breaks.

// Threat Profile

Extreme durability, apex melee devastation, area fear saturation, whip and axe reach, immune to morale and mundane restraint, banished rather than killed — an objective encounter by definition.

// Signature Traits

Daemonic Nature. No morale, immune to fear and Suppression; banished at 0 Vitality in a detonation of brass and rage that scars the site.

Presence of Wrath. Enemies within 60 feet check Morale each round it roars; ordinary troops simply break.

Colossus of Brass. Reduces mundane damage severely; its bulk destroys cover, floors, and vehicles it moves through.

// Signature Actions

Axe of Ruin. Cataclysmic melee attack; anything it kills, it kills conspicuously, and everyone who saw checks Morale.

Lash of Torment. Whip attack out to 30 feet that drags a target adjacent, prone, and out of its allies' plans.

Wrathquake. Slams the ground: creatures within 30 feet save or are knocked prone as the terrain ruptures.

Morale: No morale in any sense; it cannot be intimidated, bargained with, or discouraged, and near-banishment makes it faster, not careful.

Tactics: Run this as an objective encounter, never attrition: banishment rites, the summoning anchor, sanctified ordnance, a collapsing manifestation clock, or all four. Direct melee is a rotating sacrifice, and the party should budget for it. Give it a kill-priority the players can read — champions first, banners second — and let clever use of that priority buy the rounds the ritual needs. The site does not recover afterward; put the scar on the campaign map.

// Variants
Rift-Bound Colossus (weakens as the rift closes)Chained Tribute (the cult is still binding it — interruptible)Winged Annihilator (flight, dive attacks)The Owed Duel (bound to fight one champion; exploitable)Campaign Apex (TR 18+, multi-stage banishment)

Full Stat Block Priority: Boss

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