Nurgle Lord
A plague warlord who wins by refusing to end.
Threat File — Nurgle Lord
TR 15 · Traitor AstartesSaves: Toughness +13, Willpower +11
Proficiencies: Command +8, Intimidation +8
Blessing of the Unending. Whenever the Nurgle lord takes damage, reduce that damage by 5 (minimum 1); he is immune to poison and disease. The first time each scene he would drop to 0 Vitality, he remains at 1 instead and his Garden of the Grandfather widens to 60 feet.
Garden of the Grandfather. The battlefield within 30 feet of the lord counts as toxic ground for enemies — a creature ending its turn there takes 1d6 toxic damage — and as soothing ground for his followers, who reduce incoming damage there by 2.
Lord of the Seventh Manse. Allied Nurgle units within 60 feet never make Morale checks and cannot be Suppressed.
Multiattack. The Nurgle lord makes two Manreaper Scythe attacks.
Manreaper Scythe. Melee Attack: +11 to hit, reach 10 ft., one target. Hit: 3d10 + 6 rending damage, and the wound refuses treatment: the target cannot regain Vitality until the wound is cleansed with a Medicae check DC 16 outside combat or a rite of purification.
Breath of the Fly-Choir. The lord exhales a 20-foot cone of flies and rot. Creatures in the cone make a Toughness Save DC 17, taking 4d6 toxic damage and becoming Frightened until the end of their next turn on a failure, or half damage on a success.
Grandfather's Summons. Once per scene, when the lord is first bloodied, the garden answers: nurgling swarms boil up around him, and every plague unit on the field may immediately move up to its speed or make one attack.
Morale: Cannot be demoralized and will not flee; if truly beaten, he laughs, blesses the party's persistence, and promises the reunion his diseases will arrange.
Tactics: He does not chase and does not hurry — he stands where the party must eventually come and makes every round they spend near him more expensive. Run the fight as attrition with a clock: contamination spreading, allies sickening, extraction closing. The party wins by hitting hard, early, and leaving, not by trading rounds with the one being on the field who enjoys trading rounds.
Loot / Evidence / Hooks: The Manreaper is a plague-relic that cannot be destroyed by ordinary means; his ledger of blessed strains is the real prize and the real danger.
Enemy Dossier
GM ReferenceA Nurgle Lord is a plague warlord who wins by refusing to end. He has outlasted sieges, virus bombing, and better parties than this one, and his patience is the most heavily armored thing on the field.
Use this enemy as the campaign boss of a Nurgle arc — the will behind the contagion, met only after the party has fought his garden's worth of horrors.
Extreme durability, layered damage reduction, disease aura, heavy melee, command over plague forces, healing denial, an attrition boss who breaks parties that cannot end fights fast.
Blessing of the Unending. Reduces all incoming damage; the first time each scene he would drop, he remains at the threshold instead and his aura intensifies.
Garden of the Grandfather. The battlefield within 30 feet of him counts as toxic ground for enemies and soothing ground for his followers.
Lord of the Seventh Manse. Allied Nurgle units within 60 feet never check Morale and reduce incoming damage.
Manreaper Scythe. Devastating reach melee attack; the wound refuses treatment, denying healing until properly cleansed.
Breath of the Fly-Choir. Exhales a 20-foot cone of flies and rot; creatures inside save or sicken and are Shaken.
Grandfather's Summons. Calls forth nurgling swarms or rallies every plague unit on the field.
Morale: Cannot be demoralized and will not flee; if truly beaten, he laughs, blesses the party's persistence, and promises the reunion his diseases will arrange.
Tactics: He does not chase and does not hurry — he stands where the party must eventually come and makes every round they spend near him more expensive. Run the fight as attrition with a clock: contamination spreading, allies sickening, extraction closing. The party wins by hitting hard, early, and leaving, not by trading rounds with the one being on the field who enjoys trading rounds.
Full Stat Block Priority: Boss