Tzeentch Herald-Type
A lesser daemon commander of mutation and tricks.
Threat File — Tzeentch Herald-Type
TR 11 · Daemons & Warp EntitiesSaves: Willpower +9, Intellect +9
Proficiencies: Deception +8, Lore (Warp) +9
Daemonic Nature. Does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished in a burst of unwritten futures.
Locus of Change. Lesser Tzeentch daemons within 60 feet gain one benefit chosen when the herald manifests: +1 warpflame damage, splits that produce an extra flicker, or +10 feet of movement.
Staff of Change. Melee or Ranged Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 2d10 + 4 warp damage. On a critical hit, the target is twisted by a minor mutation and suffers Corruption exposure.
Gift of Mutation. One enemy within 60 feet makes a Willpower Save DC 15 or suffers a temporary mutation the GM finds interesting — Disadvantage on attacks or half Movement until the end of the scene, at minimum.
Arrange the Board. The herald commands: two lesser Tzeentch daemon units within 60 feet immediately move up to their speed, or one swaps positions with another in a flash of unlight.
Ninefold Sidestep. Once per round, when the herald is attacked, it may teleport 15 feet after seeing the roll but before the result lands, negating the attack if it is carried out of range or line of sight.
Morale: Does not make Morale checks, but has abundant self-interest (daemonic nature). It withdraws through folds in the scene when the plan no longer needs this fight, and its retreats are always suspiciously tidy.
Tactics: It fights like a chess clock: reposition the horrors, spend the flamers, sidestep the party's best shot, repeat. Direct attacks on it hit wards, mirrors, and empty air — the reliable path is destroying its locus or collapsing the scheme it is here to run. Let its dialogue leak clues the party will only decode later.
Loot / Evidence / Hooks: Its staff-head crystal shows the viewer one true future and eight lies, with no marking which is which — a relic the Inquisition burns on principle.
Enemy Dossier
GM ReferenceA Tzeentch Herald-Type is a lesser daemon commander of mutation and tricks — a stalk-limbed conjurer whose staff rewrites small truths and whose orders are always three moves ahead of the fight it is in. The horrors around it stop being random and start being a plan.
Use this enemy to give Tzeentchian daemon forces coordination and battlefield control, or as the working face of a scheme whose author is elsewhere.
Moderate durability behind wards, psychic attacks and control, empowers horrors and flamers, mutation pressure, misdirection, Corruption exposure, immune to morale, banished rather than killed.
Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality in a burst of unwritten futures.
Locus of Change. Lesser Tzeentch daemons within 60 feet gain a benefit chosen at manifestation: hotter flame, quicker splits, or slippery movement.
Ninefold Sidestep. Once per round, when attacked, it may teleport 15 feet after seeing the roll but before the result lands.
Staff of Change. Melee or ranged warp attack; critical hits twist the target with a minor mutation and Corruption exposure.
Gift of Mutation. One enemy within 60 feet saves or suffers a temporary mutation the GM finds interesting.
Arrange the Board. Commands: two lesser daemon units immediately move, or one swaps positions with another in a flash of unlight.
Morale: No morale, but abundant self-interest: it withdraws through folds in the scene when the plan no longer needs this fight, and its retreats are always suspiciously tidy.
Tactics: It fights like a chess clock: reposition the horrors, spend the flamers, sidestep the party's best shot, repeat. Direct attacks on it hit wards, mirrors, and empty air — the reliable path is destroying its locus or collapsing the scheme it is here to run. Let its dialogue leak clues the party will only decode later.
Full Stat Block Priority: High