Nameless Thing Behind the Door
A scenario horror best revealed slowly and regretted immediately.
Threat File — Nameless Thing Behind the Door
TR 10 · Daemons & Warp EntitiesSaves: Toughness +10, Willpower +10
Senses: Perceives every creature that has touched, listened at, or dreamed of its door
The Door Holds. While sealed, the thing acts only through influence: sounds, dreams, technical faults, and the slow recruitment of whoever listens at the threshold. It cannot attack directly except with Reach Through, and cannot be damaged at all.
Do Not Look Long. A creature that clearly perceives the thing makes saves against fear at Disadvantage. Describing it fully is the GM's last resort, not the first.
It Was Sealed for a Reason. The thing reduces all damage by 8 unless the attack uses the method, relic, or rite that originally contained it, which ignores this reduction entirely. It does not make Morale checks and is immune to fear and Suppression.
Reach Through. Melee Attack: +8 to hit, reach 15 ft. (something extends past the threshold), one target. Hit: 3d10 + 4 rending damage. What it looked like should be disputed among witnesses afterward.
The Invitation. The thing whispers to the creature most likely to open the door. The target makes a Willpower Save DC 15 or must use its next movement to approach the threshold, and suffers Corruption exposure whether it saves or not.
Threshold Breach. Usable only when the door opens or fails. Every creature present immediately makes a Willpower Save DC 15; failures are Frightened for the scene. The encounter changes from investigation to survival, and the thing may act fully from this point on.
The Hinges Remember. When a creature attempts to reinforce, reseal, or consecrate the door, the thing strikes at it through the gap: it makes a Reach Through attack against that creature.
Morale: Does not make Morale checks. It wants out, or it wants company — the GM should decide which before the party ever reaches the door.
Tactics: Build the whole session toward the door: records that stop mid-sentence, a warding rite that needs renewal, an NPC who remembers the sound it makes. If it gets out, the objective is re-containment or escape — never a clean kill. The party's most useful weapon is whatever the original sealers used, in pieces, findable.
Loot / Evidence / Hooks: The original sealers' kit — a rite, a relic, a key — exists in fragments somewhere on site, and each fragment recovered is both a weapon against the thing and proof of how badly the first containment went.
Enemy Dossier
GM ReferenceThe Nameless Thing Behind the Door is a scenario horror best revealed slowly and regretted immediately — the presence a sealed bulkhead, warded hatch, or forbidden archive has been holding back for longer than the records admit. Its dossier is deliberately incomplete, because so is everyone else's.
Use this threat as the payoff of a horror scenario: a sealed-room mystery whose final act is the party deciding whether the door opens.
Unknown until revealed; overwhelming fear pressure, Corruption exposure, ambush dominance, reality distortion near its threshold, should not be fought fairly or fully seen.
The Door Holds. While sealed, it acts only through influence: sounds, dreams, technical faults, and the slow recruitment of whoever listens at the threshold.
Do Not Look Long. Creatures that clearly perceive it save against fear at Disadvantage; describing it fully is the GM's last resort, not the first.
It Was Sealed for a Reason. Reduces all damage from anything short of the method that originally contained it.
Reach Through. Something extends past the threshold to attack one creature; what it looked like should be disputed among witnesses afterward.
The Invitation. Whispers to the character most likely to open the door; the target saves or feels compelled toward the threshold.
Threshold Breach. When the door opens or fails, everyone present checks Morale, and the encounter changes from investigation to survival.
Morale: No morale; it wants out, or it wants company, and the GM should decide which before the party ever reaches the door.
Tactics: Build the whole session toward the door: records that stop mid-sentence, a warding rite that needs renewal, an NPC who remembers the sound it makes. If it gets out, the objective is re-containment or escape — never a clean kill. The party's most useful weapon is whatever the original sealers used, in pieces, findable.
Full Stat Block Priority: Boss