Lesser Warp Horror
A minor manifestation that damages morale and reality.
Threat File — Lesser Warp Horror
TR 4 · Daemons & Warp EntitiesSaves: Willpower +3
Senses: Sees normally in total darkness, Smells fear within 30 feet
Daemonic Nature. The lesser warp horror does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished rather than slain, leaving residual Corruption where it stood.
Wrong to Behold. A creature that starts its turn able to see the horror makes a Willpower Save DC 12 or is Frightened until the end of its turn. A creature that succeeds is immune to this trait for the scene.
Half Here. The horror reduces all ballistic, las, slashing, piercing, and bludgeoning damage by 3. Sanctified, psychic, warp, or faith-based attacks ignore this reduction.
Rending Limbs. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 2 rending damage. On a critical hit, the target also suffers Corruption exposure.
Lurch Between. The horror vanishes and reappears in an unoccupied space it can perceive within 20 feet, without crossing the intervening space. It may make a Rending Limbs attack after arriving.
Feed on Fear. When an enemy within 30 feet fails a save against fear or a Morale check, the horror regains 1d6 Vitality and gains +1 to hit until the end of its next turn.
Morale: Does not make Morale checks (daemonic nature). When destabilized it may phase out, split into warp imps, or lunge at whoever is most afraid before banishment takes it.
Tactics: It makes the battlefield feel wrong before it attacks — lights, sound, geometry. It hunts fear like scent and presses the shaken character, not the strong one. Its banishment leaves a mark: a stain, a chill, a Corruption question.
Loot / Evidence / Hooks: The stain where it was banished never fully cleans; a sample or rubbing of it is valuable to sanctioned scholars and dangerous to everyone else.
Enemy Dossier
GM ReferenceA Lesser Warp Horror is a minor manifestation that damages morale and reality in equal measure — a shape that is wrong in ways the eye keeps trying to correct. It is not the worst thing that could have come through, which is the frightening part.
Use this enemy as the standard combat daemon of an incursion — a fight the party can win that still costs them nerve and cleanliness of soul.
Moderate durability, fear pressure, Corruption exposure, resistance to mundane harm, unstable movement, banished rather than killed.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality, leaving residual Corruption.
Wrong to Behold. Enemies starting their turn able to see it make a Willpower Save or are Shaken; success grants immunity for the scene.
Half Here. Reduces mundane damage; sanctified, psychic, or faith-based attacks bypass this.
Rending Limbs. Melee attack with too many joints; critical hits inflict Corruption exposure.
Lurch Between. Moves 20 feet without crossing the intervening space, arriving where it is least wanted.
Feed on Fear. Gains vigor when an enemy within 30 feet fails a fear or Morale check.
Morale: Does not flee; when destabilized it may phase out, split into imps, or lunge at whoever is most afraid before banishment takes it.
Tactics: Make the battlefield feel wrong before it attacks — lights, sound, geometry. It hunts fear like scent, so it presses the shaken character, not the strong one. Its banishment should leave a mark: a stain, a chill, a Corruption question.
Full Stat Block Priority: Medium