Keeper of Secrets-Type
A greater daemon duelist and morale disaster.
Threat File — Keeper of Secrets-Type
TR 16+ · Daemons & Warp EntitiesSaves: Agility +12, Willpower +11
Senses: Knows what every creature within 60 feet wants most
Daemonic Perfection. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished in a silence more upsetting than the noise, leaving Corruption soaked into the site — but true banishment requires the rite, its anchor-relics, or its name. Run this as an objective encounter staged as a performance.
Symphony of Excess. Enemies within 30 feet make a Willpower Save DC 18 each round or are transfixed, Frightened, or drawn a step closer, at the GM's cruel discretion. Ordinary troops are simply lost to it.
Blade-Perfect. The Keeper always acts first in the round.
Ritual Blades. A flowing sequence of attacks against up to three adjacent targets. Melee Attack: +11 to hit, reach 10 ft., one target each. Hit: 3d8 + 7 slashing damage, and each creature struck makes a Willpower Save DC 18 or is Frightened until the end of its next turn.
Speak the Secret. The Keeper tells one character a true thing about themselves, aloud: the target makes a Willpower Save DC 18 or is Frightened and Exposed until the end of its next turn. The GM should say the secret out loud at the table.
Cacophonic Ecstasy. All enemies within 60 feet check Morale as the Keeper sings; those that fail act last and cannot use reactions until the end of the next round.
Contemptuous Parry. Once per round, the Keeper negates one melee attack made against it with contemptuous precision.
Morale: Does not make Morale checks (daemonic nature). It savors losing exchanges as novelty, and near-banishment delights it — its final act is always an offer, and the offer is always real.
Tactics: Stage it as a performance with a hard clock: banishment rites, anchor-relics, innocents to extract from its audience — every round it remains, someone present falls further under the Symphony. It duels the party's best fighter beautifully and slowly, because the duel is bait for everyone watching, and its true attack vector is the secrets: prepare one per character before the session. The party beats it by being boring, disciplined, and faster than their curiosity.
Loot / Evidence / Hooks: Shards of its ritual blades reflect the holder's fondest want instead of their face; the campaign should remember whoever listened too long, and so should the Keeper.
Enemy Dossier
GM ReferenceA Keeper of Secrets-Type is a greater daemon duelist and morale disaster — a towering perfection of limbs and blades that knows what every witness wants and says so, aloud, mid-fight. Armies do not lose to it so much as come apart around it.
Use this threat as the climax of a Slaaneshi arc: an objective encounter against a creature whose weapons include everything the party has ever wanted.
Extreme speed for its scale, apex dueling melee, area fascination and morale collapse, reaction denial, secret-speech attacks, Corruption saturation, immune to morale, banished rather than killed — a boss that attacks the players' composure as much as their characters.
Daemonic Nature. No morale, immune to fear and Suppression; banished at 0 Vitality in a silence more upsetting than the noise, leaving Corruption soaked into the site.
Symphony of Excess. Enemies within 30 feet save each round or are transfixed, Shaken, or drawn a step closer, at the GM's cruel discretion; ordinary troops are simply lost to it.
Blade-Perfect. Always acts first; once per round it negates one melee attack against it with contemptuous precision.
Ritual Blades. A flowing sequence of attacks against up to three adjacent targets; each hit demands a save against Shaken.
Speak the Secret. Tells one character a true thing about themselves: save or be Frightened and Exposed, and the player should hear the secret out loud.
Cacophonic Ecstasy. All enemies within 60 feet check Morale as the Keeper sings; failures act last and cannot use reactions next round.
Morale: No morale; it savors losing exchanges as novelty, and near-banishment delights it — its final act is always an offer, and the offer is always real.
Tactics: Run this as an objective encounter staged as a performance: banishment rites, anchor-relics, innocents to extract from its audience, and a hard clock — every round it remains, someone present falls further under the Symphony. It duels the party's best fighter beautifully and slowly, because the duel is bait for everyone watching. Its true attack vector is the secrets: prepare one per character before the session. The party beats it by being boring, disciplined, and faster than their curiosity — and the campaign should remember whoever listened too long.
Full Stat Block Priority: Boss