Pink Horror-Type
A warpflame lesser daemon with unstable death behavior.
Threat File — Pink Horror-Type
TR 5 · Daemons & Warp EntitiesDaemonic Nature. Does not make Morale checks and is immune to fear and Suppression.
Split of the Changer. When banished at 0 Vitality, the horror bursts into two Blue Horror-Types unless it was destroyed by flame, faith, or warded means. The party should learn this the hard way exactly once.
Capering Target. Its constant motion imposes Disadvantage on Reactive Fire against it.
Warpflame Bolt. Ranged Attack: +5 to hit, range 40/120 ft., one target. Hit: 2d6 + 2 warp damage, and the target makes a Toughness Save DC 13 or its wounds resist healing until cleansed.
Fire of Tzeentch Volley. If three or more horrors target the same 10-foot zone this round, every creature inside makes an Agility Save DC 13, taking 2d8 warp damage on a failure, or half damage on a success.
Gibbering Advance. The horror moves erratically between cover, cackling. Any enemy that takes Reactive Fire at it during this move and misses makes a Willpower Save DC 13 or is Frightened by the laughter until the end of its next turn.
Morale: Does not make Morale checks (daemonic nature). It fights with lunatic cheer and greets its own banishment as the funniest part of the joke.
Tactics: Field them in chattering firing lines and let the party discover the split mechanic mid-fight — then watch them re-plan every engagement after. Their flame denies healing, which compounds across a long encounter. The counter is the right damage type, and cults guard that information jealously.
Loot / Evidence / Hooks: Ground where a horror split stays warm and faintly pink for days; cult texts recovered nearby explain the split — and are themselves a Corruption risk to study.
Enemy Dossier
GM ReferenceA Pink Horror-Type is a capering warpflame daemon whose death is a trap: destroy it and it laughs itself apart into two blue, angrier problems. It giggles, burns, and makes the party's target priority a philosophical question.
Use this enemy as Tzeentch's line infantry — ranged daemon troops whose unstable death behavior punishes the party for winning carelessly.
Moderate durability, warpflame ranged attacks, splits into lesser horrors when banished, Corruption exposure through flame, immune to morale and Suppression, mocks conventional kill-priority.
Daemonic Nature. Does not check morale, immune to fear and Suppression.
Split of the Changer. When banished, it bursts into two blue horrors unless destroyed by flame, faith, or warded means; the party should learn this the hard way exactly once.
Capering Target. Its constant motion imposes Disadvantage on Reactive Fire against it.
Warpflame Bolt. Ranged attack of pink fire; a failed save leaves the target's wounds resistant to healing until cleansed.
Fire of Tzeentch Volley. Three or more horrors targeting one zone force everyone inside to save against a combined burst.
Gibbering Advance. Moves erratically between cover, cackling; enemies who take Reactive Fire at it and miss are Shaken by the laughter.
Morale: No morale; it fights with lunatic cheer and greets its own banishment as the funniest part of the joke.
Tactics: Field them in chattering firing lines and let the party discover the split mechanic mid-fight — then watch them re-plan every engagement after. Their flame denies healing, which compounds across a long encounter. The counter is the right damage type, and cults guard that information jealously.
Full Stat Block Priority: Medium