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Lexicanum

Khorne Warband Chieftain

A human war-leader ruling by strength, fear, and fresh skulls.

Threat File — Khorne Warband Chieftain

TR 9 · Chaos God-Aligned Cults
KhorneLeaderMeleeStat Block Priority: Boss
Khorne Warband ChieftainTR 9Human · Boss
KhorneLeaderMelee
Defense 17 · Vitality 100 · Move 30 ft. · Initiative +3
STR +5AGI +3TGH +4INT +1WIL +3PRS +3

Saves: Toughness +8, Willpower +7 (Advantage against psychic powers)

Proficiencies: Athletics +9, Intimidation +8, Command +7

// Traits

Right of the Strongest. Khornate allies that can see the chieftain do not make Morale checks and gain +1 to attack rolls. If the chieftain dies in open combat, every Khornate ally immediately makes a Morale check, and on a failure the warband shatters into rival packs.

Skull-Throne Presence. An enemy that begins its turn within 15 feet of the chieftain makes a Willpower Save DC 15 or is Frightened until the end of its turn. Its trophy mantle includes things larger than men.

Blood-Debt Endurance. The first time the chieftain is bloodied, and again the first time it drops below one quarter Vitality, it sheds one condition affecting it and gains +1 damage on all attacks for the rest of the scene. Psykers who target it are marked as its next prey.

// Actions

Reaping Axe (Multiattack). The chieftain makes two reaping axe attacks. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage. If an attack reduces a creature to 0 Vitality, every Khornate ally that can see the kill may immediately move up to half its Movement toward an enemy.

Command the Slaughter. The chieftain points its axe at one enemy. Two Khornate allies within 60 feet immediately move up to their Movement toward that target, and each may make one melee attack if it reaches the target.

Duel of Skulls. The chieftain challenges one enemy it can see. While the duel holds — until either combatant falls or the challenged enemy attacks someone else — neither may be aided by allies, and the warband watches the ring instead of attacking the challenged enemy.

// Reactions

Wrath Unleashed. Once per scene, when the chieftain becomes bloodied, it immediately makes one reaping axe attack against every enemy within reach.

Morale: Never retreats and never surrenders. A chieftain who fled would already be dead to its own warband.

Tactics: Stage the fight in acts: the warband first, the champions second, the chieftain when the party is spent. It honors a duel if offered — and the warband holds its ring while one lasts, which is the party's best crowd control. Every phase of damage makes it faster and worse; the party's healer and psyker should feel its eyes the entire fight.

Loot / Evidence / Hooks: The trophy mantle, the corrupted master-work reaping axe, and tribute-marks mapping every pit and hab-block the warband rules.

Enemy Dossier

GM Reference

The Khorne Warband Chieftain is a human war-leader ruling by strength, fear, and fresh skulls — the strongest killer in a hierarchy where that is the only law. It commands by example, and the example is atrocity.

// Battlefield Use

Use this threat as the boss of a Khornate arc — the warlord whose death decapitates the warband and whose duel the whole battle builds toward.

// Threat Profile

Boss-tier durability, devastating skilled melee, warband-wide frenzy command, fear presence, escalates as it bleeds — a decapitation fight the party must finish, not start.

// Signature Traits

Right of the Strongest. Khornate allies in its sight do not check Morale and fight harder (+1 to hit) while the chieftain kills; if it dies in open combat, the warband may shatter into rival packs.

Skull-Throne Presence. Enemies beginning their turn within 15 feet save against fear; its trophy mantle includes things larger than men.

Blood-Debt Endurance. Boss durability; the first two times it is bloodied, it sheds one condition and gains +1 damage permanently for the scene.

Contempt for the Warp. Advantage on saves against psychic powers, and psykers who target it are marked as its next prey.

// Signature Actions

Reaping Axe. Massive melee attack; on a kill, every ally in sight may immediately move toward an enemy.

Command the Slaughter. Points its axe: two Khornate allies immediately charge the marked target.

Duel of Skulls. Challenges one enemy; while the duel holds, neither may be aided, and the warband watches instead of interfering with the challenged.

Wrath Unleashed. When bloodied, a whirlwind assault: melee attacks against every enemy within reach, once per scene.

Morale: Never retreats and never surrenders; a chieftain who fled would already be dead to its own warband.

Tactics: Stage the fight in acts: the warband first, the champions second, the chieftain when the party is spent. It honors a duel if offered — and the warband holds its ring while one lasts, which is the party's best crowd control. Every phase of damage makes it faster and worse; the party's healer and psyker should feel its eyes the entire fight.

// Variants
Ascension-Candidate Chieftain (daemonhood mid-fight if the party fails)Mounted Chieftain (juggernaut or engine)Chieftain with Bloodletter BodyguardCampaign Nemesis who claims a trophy from the party first

Full Stat Block Priority: Boss

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