Greater Possessed
A larger possession event pretending to be infantry.
Threat File — Greater Possessed
TR 12 · Traitor AstartesSaves: Toughness +9, Willpower +7
Senses: Sees normally in total darkness
Anchor of the Warp. When the greater possessed manifests, choose one benefit: allied daemons and possessed within 30 feet gain +10 feet Movement, +2 damage on melee attacks, or reduce incoming damage by 2.
Aura of the Breach. Enemies starting their turn within 10 feet make a Willpower Save DC 16 or become Frightened until the start of their next turn and suffer Corruption exposure on a second failure in the same scene.
Too Much Daemon. The greater possessed reduces damage from mundane weapons by 5; sanctified, psychic, and faith-based attacks bypass this.
Crushing Talons. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10 + 6 rending damage. Any light cover the attack passes through is destroyed.
Hurl the Broken. The greater possessed grabs an adjacent smaller creature or object and throws it up to 30 feet at another target. Both the thrown creature and the target make an Agility Save DC 16 or take 2d10 + 6 bludgeoning damage and are knocked Prone.
Feed the Anchor. The greater possessed sacrifices one adjacent allied cultist, regaining 15 Vitality. Until its next turn, its Anchor of the Warp radius extends to 60 feet.
Morale: Does not check morale; when destroyed, the daemon tears free of the flesh in a burst of warp energy, and creatures within 10 feet risk Corruption exposure.
Tactics: Position it where its aura covers the daemons and possessed doing the actual killing, then advance slowly and inevitably while lesser horrors ride its wake. Killing it should visibly weaken everything around it — reward correct target priority.
Loot / Evidence / Hooks: The warp-anchor icon fused into its chest still hums; ritualists want it intact and everyone else wants it very far away.
Enemy Dossier
GM ReferenceA Greater Possessed is a possession event that has stopped pretending to be infantry: an Astartes frame stretched around a daemon that fits badly and does not care. It anchors warp presence for the whole warband.
Use this enemy as the brute centerpiece of a possessed or cult force, or as the guardian of a ritual site where the veil is already thin.
Very high durability, devastating melee, fear aura, empowers nearby daemons and possessed, Corruption exposure by proximity, resists mundane harm.
Anchor of the Warp. Allied daemons and possessed within 30 feet gain a benefit chosen when it manifests: speed, damage, or resistance.
Aura of the Breach. Enemies starting their turn within 10 feet make a Willpower Save or are Frightened and risk Corruption exposure.
Too Much Daemon. Reduces mundane damage; sanctified, psychic, or faith-based attacks bypass this.
Crushing Talons. Heavy melee attack that destroys cover it strikes through.
Hurl the Broken. Grabs a smaller creature or object and throws it at another target; both must save or be knocked prone.
Feed the Anchor. Sacrifices a nearby allied cultist to restore itself and intensify its aura until its next turn.
Morale: Does not check morale; when destroyed, the daemon tears free of the flesh in a burst of warp energy that risks Corruption exposure nearby.
Tactics: Position it where its aura covers the daemons and possessed doing the actual killing. It advances slowly and inevitably toward the party's line while lesser horrors ride its wake. Killing it should visibly weaken everything around it — reward the party for correct target priority.
Full Stat Block Priority: High