Tzeentch Cultist
A low cultist who may know one useful lie.
Threat File — Tzeentch Cultist
TR 1 · Chaos God-Aligned CultsProficiencies: Deception +3
One True Lie. The cultist carries one convincing falsehood planted by its masters — a wrong map, a fake ritual site, a false name. It surrenders this lie readily under pressure and believes it completely. An Awareness check DC 13 catches an inconsistency, but not what the truth is.
Nine Ways Out. Once per scene, one attack that would hit the cultist misses instead — a stumble, a ricochet, a door that happened to open.
Warp-Blessed Autopistol. Ranged Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d6 + 1 ballistic damage. On a natural 1 or 20, the shot does something odd of the GM's choosing: a light dies, a lock opens, a voice answers.
Scatter by Design. The cultist Disengages and moves its full Movement toward a point its masters chose in advance, drawing pursuers where the cabal wants them.
Morale: Flees early and eagerly, but its flight is often part of the script; it surrenders and confesses just as readily, which is worse.
Tactics: Run them as unreliable narrators with guns: they miss, scatter, and confess, and a share of everything they yield is bait. Their combat value is nil; their value is making the party act on bad information.
Loot / Evidence / Hooks: Everything it carries — maps, tokens, names — includes exactly one item planted to mislead.
Enemy Dossier
GM ReferenceThe Tzeentch Cultist is a low devotee of the Architect of Fate who may know exactly one useful lie. Individually harmless, collectively a fog of misdirection around whatever the cabal is actually doing.
Use this enemy as screening infantry for Tzeentchian plots — every one the party interrogates makes the picture less clear.
Low durability, weak ranged attacks, deception-first behavior, more dangerous to the party's information than their bodies.
One True Lie. Each cultist carries one convincing falsehood — a wrong map, a fake ritual site, a false name — planted by its masters.
Nine Ways Out. Once per scene, avoids one attack through improbable luck: a stumble, a ricochet, a door that happened to open.
Warp-Blessed Autopistol. Weak ranged attack; occasionally the shot does something odd.
Scatter by Design. Flees in a direction chosen by its masters, drawing pursuers where the cabal wants them.
Morale: Flees early and eagerly — but its flight is often part of the script.
Tactics: Run them as unreliable narrators with guns: they miss, scatter, surrender, and confess readily, and a share of everything they yield is bait. Their combat value is nil; their value is making the party act on bad information. Kill them easily, trust nothing they carried.
Full Stat Block Priority: Low