Magus
A psychic cult leader guiding the infection.
Threat File — Magus
TR 8 · Genestealer CultsSaves: Willpower +8, Presence +7
Proficiencies: Guile +7, Command +7, Lore +6
Voice of the Star-Children. Cult allies within 30 feet gain Advantage on Morale checks and saves against fear.
Mind-Veil. The first attack made against the Magus each round suffers Disadvantage as perception slides away from it.
Beloved Citizen. Out of combat, mundane checks to identify the Magus as a threat suffer Disadvantage; the records are clean and the witnesses adore it.
Psychic Onslaught. One creature within 60 feet makes a Willpower Save DC 14 or takes 3d8 psychic damage and suffers Disadvantage on its next attack. On a success, it takes half damage.
Mass Hypnosis. Up to three creatures within 30 feet of a point the Magus can see make a Willpower Save DC 14 or become Pinned in place by borrowed certainty until they take damage.
Word of the Patriarch. One cult mob or unit within 60 feet immediately moves up to its Movement or makes one attack.
Willing Flesh. When the Magus is hit by an attack while a cult ally is within 5 feet, that ally throws itself into the shot and takes the damage instead.
Morale: Withdraws behind fresh waves of the faithful when threatened; fights to the death only in the Patriarch's presence.
Tactics: Keep it off the front line, disassembling the party's action economy — Pin the heavy, shake the leader, command the mob. Screen it with neophytes and metamorphs and give it an exit route every round. Its death should feel like a puppet string the party can hear snap.
Loot / Evidence / Hooks: Civic honors, signed governor correspondence, and a private ledger of ten thousand converted names — the infiltration phase, documented.
Enemy Dossier
GM ReferenceA Magus is the cult's psychic voice — a silver-tongued hybrid who spent decades as a beloved civic figure while sowing the Patriarch's will into ten thousand minds. On the battlefield it breaks courage the way artillery breaks walls.
Use this enemy when the encounter needs psychic pressure, mass-mind manipulation, or a face for the infiltration phase of the campaign.
Low-moderate durability, severe psychic danger, morale warfare, crowd control, protected by fanatical bodies at all times.
Voice of the Star-Children. Cult allies within 30 feet gain Advantage on Morale checks and saves against fear.
Mind-Veil. The first attack against the Magus each round suffers Disadvantage as perception slides away from it.
Beloved Citizen. Out of combat, mundane checks to identify the Magus as a threat suffer Disadvantage; the records are clean and the witnesses adore it.
Psychic Onslaught. Lashes one mind: Willpower Save or take psychic damage and become shaken.
Mass Hypnosis. Targets a group: failed Willpower Saves leave enemies Pinned in place by borrowed certainty until they take damage.
Word of the Patriarch. Commands cult allies: one mob or unit immediately moves or attacks as a reaction.
Morale: Withdraws behind fresh waves of the faithful when threatened; fights to the death only in the Patriarch's presence.
Tactics: Keep the Magus off the front line, spending its turns disassembling the party's action economy — Pin the heavy, shake the leader, command the mob. Screen it with neophytes and metamorphs, and give it an exit route every round. Its death should feel like cutting a puppet string the party can hear snap.
Full Stat Block Priority: High