Screamer-Type Daemon
A flying predator that slices through open space.
Threat File — Screamer-Type Daemon
TR 8 · Daemons & Warp EntitiesSenses: Senses moving prey within 300 feet regardless of light or smoke
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished mid-flight.
Sky-Slasher. The screamer flies fast and never lands; melee attacks can reach it only during the turn it makes an attack pass.
Warp Keening. Enemies the screamer passes over make a Willpower Save DC 14 or are Frightened until the end of their next turn by the shriek that arrives before it does.
Lamprey Slash. The screamer moves up to its full speed and attacks one creature along the path. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 3 rending damage. It ends the move beyond retaliation without provoking.
Gorge Dive. The screamer dives on an isolated or Prone target, attacking at Advantage. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 3 rending damage and the target is dragged 10 feet before being released.
Slipstream Climb. When Reactive Fire misses the screamer, it may immediately climb 20 feet, breaking line of sight with any shooter under cover.
Morale: Does not make Morale checks (daemonic nature). It circles and passes until banished, though it instinctively avoids enclosed spaces where its speed dies.
Tactics: Run it in long ellipses: shriek, pass, slash, climb. The party hears each run coming and must choose between holding cover and moving in the gaps; two or more screamers rotate passes on the same target. Interiors and dense terrain defeat it — let the party figure out that the fight is really about where they stand.
Loot / Evidence / Hooks: Its fang-ridges shear ceramite and dissolve within hours of banishment; a preserved one is a xenotech-grade cutting relic with a warp signature.
Enemy Dossier
GM ReferenceA Screamer-Type Daemon is a flying predator of the empyrean that slices through open space like a blade through banner cloth — a sky-ray of fangs and keening that attacks in passes and never lands. It owns whatever airspace the party forgot to plan for.
Use this enemy to punish open-ground movement and rooftop routes — a strafing threat that makes the sky part of the encounter map.
Moderate durability, high-speed flight, slashing attack runs, keening fear pressure, hard to pin down, immune to morale and Suppression, weak in confined spaces.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality mid-flight.
Sky-Slasher. Flies fast and never lands; melee reaches it only on its attack passes.
Warp Keening. Enemies it passes over save or are Shaken by the shriek that arrives before it does.
Lamprey Slash. Attack made mid-pass: it moves its full speed, attacks one creature along the path, and ends the move beyond retaliation.
Gorge Dive. Dives on an isolated or prone target with Advantage; on a hit, it drags the target 10 feet before releasing.
Flock Turn. Two or more screamers passing the same target this round each gain +1 to hit against it.
Morale: No morale; it circles and passes until banished, though it instinctively avoids enclosed spaces where its speed dies.
Tactics: Run it in long ellipses: shriek, pass, slash, climb. The party hears each run coming and must choose between holding cover and moving in the gaps. Interiors and dense terrain defeat it — let the party figure out that the fight is really about where they stand.
Full Stat Block Priority: Medium