Seeker-Type Cavalry
A lightning-fast cavalry daemon.
Threat File — Seeker-Type Cavalry
TR 7 · Daemons & Warp EntitiesSenses: The steed's tongue tastes fear within a mile
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished mid-stride.
Steed of Slaanesh. The seeker moves 60 feet ignoring difficult terrain. Nothing on foot outruns it, and the party should not be allowed to think otherwise.
Taste of Prey. The seeker tracks any creature that has fled from it this scene without sight, scent, or error.
Riding Strike. The seeker charges through, moving up to its full speed and attacking one target mid-pass. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 slashing damage. Fleeing or Frightened targets are hit at Advantage.
Lash Tongue. Melee Attack: +6 to hit, reach 10 ft., one target. Hit: 1d6 + 2 bludgeoning damage, and the target makes a Strength Save DC 13 or is dragged 5 feet toward the rider's claws.
Circling Herd. Two or more seekers deny a zone between them: creatures leaving the zone provoke a Reactive attack from each seeker.
Chase Reflex. When a creature within 30 feet moves away from the seeker, it may immediately move up to half its Movement toward that creature.
Morale: Does not make Morale checks, only appetite (daemonic nature). It disengages from stubborn prey to chase whatever runs, always, and clever parties weaponize that.
Tactics: It hits the flank at the speed of a bad decision, then circles rather than melees fairly. Running triggers it; standing invites the next pass. Its counter is braced Reactive Fire and terrain that kills momentum — reward parties who fight it like cavalry instead of like infantry.
Loot / Evidence / Hooks: The steed's tongue, dried, still curls toward the most frightened person in the room — a grisly compass that bounty hunters and Inquisitors both covet.
Enemy Dossier
GM ReferenceA Seeker-Type Cavalry is a daemonette astride a serpentine steed whose tongue tastes fear at a mile — lightning-fast cavalry that runs down anything that flees and most things that do not. Outrunning it is a category error.
Use this enemy for pursuit encounters and flank charges — the threat that makes retreat a plan the party has to defend.
Very high speed, charging melee, unerring pursuit, fascination pressure, fragile relative to its threat, immune to morale and Suppression, banished rather than killed.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality mid-stride.
Steed of Slaanesh. Moves 60 feet ignoring difficult terrain; nothing on foot outruns it, and the party should not be allowed to think otherwise.
Taste of Prey. Tracks any creature that has fled from it this scene without sight, scent, or error.
Riding Strike. Charges through, attacking one target mid-pass; a fleeing or Shaken target is hit at Advantage.
Lash Tongue. The steed attacks at 10-foot reach: save or be dragged 5 feet toward the rider's claws.
Circling Herd. Two or more seekers deny a zone: creatures leaving it provoke attacks from each.
Morale: No morale, only appetite; it disengages from stubborn prey to chase whatever runs, always, and clever parties weaponize that.
Tactics: It hits the flank at the speed of a bad decision, then circles rather than melees fairly. Running triggers it; standing invites the next pass. Its counter is braced Reactive Fire and terrain that kills momentum — reward parties who fight it like cavalry instead of like infantry.
Full Stat Block Priority: Medium