Lord of Change-Type
A greater daemon of psychic manipulation and terrible plans.
Threat File — Lord of Change-Type
TR 16+ · Daemons & Warp EntitiesSaves: Willpower +12, Intellect +12
Senses: Perceives psychic activity, lies, and hidden intent within 120 feet
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished amid a storm of feathers and futures, leaving deep Corruption in the site — but true removal requires a banishment rite, its anchor-relics, or its earned true name. Treat this as an objective encounter; banishment may be part of its plan.
Architecture of Lies. Each round, one thing on the battlefield is revealed to be false — a wall, an ally, an exit, a memory — chosen by the GM in advance.
Multiattack. The lord makes two Staff of Tomorrows attacks, or one Staff of Tomorrows attack and one Bolt of Change attack.
Staff of Tomorrows. Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 3d10 + 5 warp damage, and the target makes a Willpower Save DC 18 or glimpses its own future and is Frightened by what is missing until the end of its next turn.
Bolt of Change. Ranged Attack: +11 to hit, range 120 ft., one target. Hit: 3d8 + 5 warp damage, and the target makes a Willpower Save DC 18 or is partially rewritten, suffering Corruption exposure and a lasting mutation-mark.
Summon the Convocation. Once per round, the lord manifests a unit of horrors, a flamer, or a screamer from folds in the scene, exactly where it is least convenient.
I Have Already Read This. Once per round, when targeted by an attack, power, or clever plan, the lord negates or redirects it, having foreseen it. Visibly novel tactics — anything the party has never used before — bypass this, and the party should discover that.
Morale: Does not make Morale checks (daemonic nature). It treats defeat, victory, and banishment as three acceptable line items, and it will tell the party which one they just purchased.
Tactics: Run this as an objective encounter wrapped in a mystery: banishment rites, anchor-relics, a true name earned across the arc — plus one fact the party knows that it does not, because that is the only currency that beats it. It spends early rounds talking, trading prophecy for hesitation. Every clever trick the party has used this campaign should fail once here, and their newest idea should be the one that lands.
Loot / Evidence / Hooks: Whatever the outcome, seed the epilogue with evidence some of it was intended: a feather that writes prophecies in the owner's hand, and a contract clause naming a party member.
Enemy Dossier
GM ReferenceA Lord of Change-Type is a greater daemon of psychic manipulation and terrible plans — a vast, feathered intelligence that has already read the party's file, including the pages they have not written yet. The battle is one clause in a contract it drafted centuries ago.
Use this threat as the climax of a Tzeentchian campaign arc — an objective encounter against a creature for whom the encounter is also an objective.
Extreme psychic power, reality rewriting, layered wards, flight, mutation and Corruption saturation, prophetic defense, immune to morale, banished rather than killed — and banishment may be part of its plan.
Daemonic Nature. No morale, immune to fear and Suppression; banished at 0 Vitality amid a storm of feathers and futures, leaving deep Corruption in the site.
I Have Already Read This. Once per round it negates or redirects one attack, power, or clever plan, having foreseen it; visibly novel tactics bypass this, and the party should discover that.
Architecture of Lies. Each round, one thing on the battlefield is revealed to be false — a wall, an ally, an exit, a memory — chosen by the GM in advance.
Staff of Tomorrows. Devastating warp attack; those struck save or glimpse their own futures and are Shaken by what is missing.
Bolt of Change. Ranged mutation attack: save or be partially rewritten, with Corruption exposure and a lasting mark.
Summon the Convocation. Manifests horrors, flamers, or screamers from folds in the scene, exactly where they are least convenient.
Morale: No morale; it treats defeat, victory, and banishment as three acceptable line items, and it will tell the party which one they just purchased.
Tactics: Run this as an objective encounter wrapped in a mystery: banishment rites, anchor-relics, a true name earned across the arc — plus one fact the party knows that it does not, because that is the only currency that beats it. It spends early rounds talking, trading prophecy for hesitation. Every clever trick the party has used this campaign should fail once here, and their newest idea should be the one that lands. Whatever the outcome, seed the epilogue with evidence that some of it was intended.
Full Stat Block Priority: Boss