Khorne Lord
A warlord of blood, brass, and tactical brutality.
Threat File — Khorne Lord
TR 15 · Traitor AstartesSaves: Toughness +11, Willpower +10
Proficiencies: Command +9, Intimidation +10, Athletics +11
Lord of the Blood Tithe. Khornate allies within 60 feet never make Morale checks and deal +1 damage with melee attacks.
Collar of Khorne. The Khorne lord is immune to psychic effects. A psyker who targets him with a psychic power anyway makes a Willpower Save DC 17 or immediately suffers Perils of the Warp.
The Eighth Kill. After the lord's eighth kill of the scene, each of his melee hits also knocks the target Prone, and enemies within 15 feet who see the hit make a Willpower Save DC 17 or become Frightened until the end of their next turn.
Multiattack. The Khorne lord makes two Axe of Brass Ruin attacks.
Axe of Brass Ruin. Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 3d10 + 7 rending damage, and the target's armor is degraded, reducing its Defense by 1 until repaired. Light Cover the swing passes through is destroyed.
Sweep of Brass Ruin. The lord swings in a full arc: every creature within 10 feet makes an Agility Save DC 17, taking 3d10 + 7 rending damage on a failure or half on a success. Light Cover in the arc is destroyed.
Take the Skull. When an enemy within his reach becomes Prone, Pinned, or Frightened, the lord may make one Axe of Brass Ruin attack against it with Advantage. If the attack kills, he regains 15 Vitality and Khornate allies within 60 feet gain +1 to hit until the end of the next round.
Morale: Does not break and does not retreat from battle; he can only be lured elsewhere by the promise of a better slaughter.
Tactics: He shapes the field before he swings: berzerkers herd the party into corners, outriders cut the retreat, and then he arrives where they are pinned, ordering every Khornate ally forward as he closes. He honors courage by killing the brave first. Give the encounter an objective — a rite of eight kills, a gate of brass, a hostage tithe — so the party has options besides trading blows with the best melee fighter they have ever met.
Loot / Evidence / Hooks: The Axe of Brass Ruin is a daemon-forged relic that whispers kill-counts to its bearer; carrying it out of the war zone is a Corruption arc, not a payday.
Enemy Dossier
GM ReferenceA Khorne Lord is a warlord of blood and brass who never stopped being a strategist just because he prefers the axe. His brutality is tactical, his tactics are brutal, and the distinction stops mattering at his reach.
Use this enemy as a campaign villain or climax boss for a Khornate arc — the mind behind the massacres and the worst single combatant on the field.
Extreme durability, apex melee, command over berzerker forces, fear pressure, kill-fed escalation, fights on ground already soaked to his advantage.
Lord of the Blood Tithe. Khornate allies within 60 feet never check Morale and gain +1 melee damage.
Collar of Khorne. Immune to psychic effects targeting him; psykers who target him anyway risk immediate Perils.
The Eighth Kill. After his eighth kill of the scene, his attacks knock targets prone and force Morale checks on hit.
Axe of Brass Ruin. Devastating melee attack that degrades armor and destroys light cover it swings through.
Let None Hold Back. Commands: all Khornate allies immediately move toward the nearest enemy.
Take the Skull. Executes a prone, Pinned, or Frightened enemy with Advantage; on a kill, he regains vigor and his allies surge.
Morale: Does not break and does not retreat from battle; he can only be lured elsewhere by the promise of a better slaughter.
Tactics: He shapes the field before he swings: berzerkers herd the party into corners, bikes cut the retreat, and then he arrives where they are pinned. He honors courage by killing the brave first. Give the encounter an objective — a rite of eight kills, a gate of brass, a hostage tithe — so the party has options besides trading blows with the best melee fighter they have ever met.
Full Stat Block Priority: Boss