Greater Warp Horror
A major daemon-form that distorts the battlefield.
Threat File — Greater Warp Horror
TR 13 · Daemons & Warp EntitiesSaves: Toughness +11, Willpower +10
Senses: Sees normally in total darkness, Perceives fear as light within 120 feet
Daemonic Nature. The greater warp horror does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished in a rupture: every creature within 20 feet makes a Willpower Save DC 16 or suffers Corruption exposure, and the site is permanently scarred.
Distortion Field. Within 30 feet of the horror, distances lie and footing shifts: the area is difficult terrain for its enemies, and ranged attacks made from inside or into the field suffer Disadvantage as space refuses to cooperate.
Too Real for the Room. The horror reduces all ballistic, las, slashing, piercing, and bludgeoning damage by 8. Sanctified, psychic, warp, and warded attacks ignore this reduction.
Unmaking Blow. Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 3d10 + 6 warp damage. Any cover the blow passes through is destroyed, and the target makes a Strength Save DC 16 or is knocked Prone and Frightened until the end of its next turn.
Howl of the Empyrean. Every enemy within 60 feet makes a Willpower Save DC 16; those who fail are Frightened and Suppressed until the end of the horror's next turn.
Drag It Deeper. One creature within 30 feet makes a Strength Save DC 16 or is pulled 15 feet toward the horror and held at the edge of somewhere worse (Grappled, escape DC 16). While held it suffers Corruption exposure at the start of each of its turns.
Space Refuses. When a creature inside the Distortion Field moves away from the horror, the horror may fold the distance: the creature makes an Agility Save DC 16 or its movement ends 10 feet closer to the horror than where it started.
Morale: Does not make Morale checks (daemonic nature). As banishment nears it grows desperate rather than cautious, and its last act should endanger whoever is winning.
Tactics: Anchor the encounter to an objective: the rift or ritual sustaining it, wards to complete, a banishment window to hit. Direct fire wounds it slowly and angers it efficiently — the party should learn mid-fight what actually hurts it. Every round it persists, the site degrades; make the scars permanent on the map.
Loot / Evidence / Hooks: The banishment scar it leaves is a permanent warp-weak point — a strategic liability the Imperium will pay to have mapped, warded, or forgotten.
Enemy Dossier
GM ReferenceA Greater Warp Horror is a major daemon-form that distorts the battlefield by existing on it — an undivided terror too large for the space it occupies and getting larger. It is the incursion's exclamation mark.
Use this threat as the combat climax of a warp incursion arc, arriving when the rift, ritual, or contamination the party failed to stop reaches maturity.
Extreme durability, devastating melee and warp attacks, fear aura, Corruption exposure by proximity, reality distortion, resists mundane harm, banished rather than killed.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality in a rupture that scars the site with Corruption.
Distortion Field. Within 30 feet of it, distances lie, footing shifts, and ranged attacks suffer Disadvantage as space refuses to cooperate.
Too Real for the Room. Reduces mundane damage severely; sanctified, psychic, and warded attacks bypass this.
Unmaking Blow. Massive melee attack that destroys cover it passes through; survivors save or are knocked prone and Shaken.
Howl of the Empyrean. All enemies within 60 feet check Morale; failures are Frightened and Suppressed.
Drag It Deeper. Grasps one creature: save or be pulled 15 feet and held at the edge of somewhere worse, taking Corruption exposure each round held.
Morale: No morale; as banishment nears it grows desperate rather than cautious, and its last act should endanger whoever is winning.
Tactics: Anchor the encounter to an objective: the rift or ritual sustaining it, wards to complete, a banishment window to hit. Direct fire wounds it slowly and angers it efficiently — the party should learn mid-fight what actually hurts it. Every round it persists, the site degrades; make the scars permanent on the map.
Full Stat Block Priority: Boss