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Tzeentch Lord-Sorcerer

A high sorcerer whose plans are also weapons.

Threat File — Tzeentch Lord-Sorcerer

TR 15 · Traitor Astartes
TzeentchPsychicCorruptionStat Block Priority: Boss
Tzeentch Lord-SorcererTR 15Astartes · Boss
TzeentchPsychicCorruption
Defense 20 · Vitality 210 · Move 30 ft. · Initiative +4
STR +4AGI +3TGH +5INT +7WIL +8PRS +5

Saves: Willpower +13, Intellect +12

Proficiencies: Lore +12, Guile +11, Command +10

// Traits

Architecture of Fate. At the start of each round, one battlefield truth changes: a door, a sightline, an alliance, a memory. The GM chooses; the party adapts.

Wards Beyond Counting. Whenever the lord-sorcerer takes damage, reduce that damage by 5 (minimum 1). The first psychic attack against him each round fails outright, and critical hits against him become normal hits.

All Outcomes Serve. When bloodied, he does not weaken; he reveals what this fight was actually for and gains one new capability from the revelation — an extra action each round, a new power with Willpower Save DC 17, or a summoned bodyguard, GM's choice.

// Actions

Storm of Change. Warp-lightning arcs to up to three targets within 90 feet. Each makes a Willpower Save DC 17, taking 3d10 warp damage and suffering a minor mutation with Corruption exposure on a failure, or half damage on a success.

Rewrite the Board. The lord-sorcerer teleports up to two units, allied or enemy, within 60 feet up to 30 feet each; an unwilling target makes a Willpower Save DC 17 to resist.

The Offer. He speaks privately into one character's mind: a true bargain with a real price, terms set by the GM. Refusal costs nothing but the knowledge that it was real.

// Reactions

Ninth Correction. Once per round, when an enemy within 90 feet uses a psychic power, the lord-sorcerer may force that psyker to make a Willpower Save DC 17; on a failure, the power discharges at a point he chooses instead.

Morale: Cannot lose in any way he acknowledges; when defeated, he departs through a fold in the scene, and something the party believed about the arc is revealed to be his work.

Tactics: Run this as an objective encounter, never a straight fight: a ritual to interrupt, anchors to break, a bargain to refuse, a lie to disprove. His direct attacks are the least dangerous thing about him — the battlefield rewrites and The Offer are the real pressure. Every round he holds the initiative, the party should learn something they wish were false.

Loot / Evidence / Hooks: Nothing he leaves behind is unplanned; his abandoned staff, grimoire, or ring is the opening move of his next scheme.

Enemy Dossier

GM Reference

A Tzeentch Lord-Sorcerer is a high sorcerer whose plans are also weapons; every engagement he fights is a sentence in an argument he is winning somewhere else. Killing him is difficult; mattering to him is harder.

// Battlefield Use

Use this enemy as the campaign boss of a Tzeentchian arc, met at the center of a scheme the party has spent sessions misunderstanding.

// Threat Profile

Extreme psychic offense and control, layered wards and false images, teleportation, mutation and Corruption pressure, reality distortion, commands Rubricae, cabals, and daemons.

// Signature Traits

Architecture of Fate. At the start of each round, one battlefield truth changes: a door, a sightline, an alliance, a memory. The GM chooses; the party adapts.

Wards Beyond Counting. Reduces all incoming damage and deflects the first psychic attack each round; critical hits against him become normal hits.

All Outcomes Serve. When bloodied, he does not weaken; he reveals what this fight was actually for, and gains one new capability from the revelation.

// Signature Actions

Storm of Change. Warp-lightning against up to three targets; failed saves twist flesh with mutation and Corruption exposure.

Rewrite the Board. Teleports up to two units, allied or enemy, up to 30 feet each; unwilling targets save to resist.

The Offer. Speaks privately into one character's mind: a true bargain with a real price. Refusal costs nothing but the knowledge that it was real.

Morale: Cannot lose in any way he acknowledges; when defeated, he departs through a fold in the scene, and something the party believed about the arc is revealed to be his work.

Tactics: Run this as an objective encounter, never a straight fight: a ritual to interrupt, anchors to break, a bargain to refuse, a lie to disprove. His direct attacks are the least dangerous thing about him — the battlefield rewrites and The Offer are the real pressure. Every round he holds the initiative, the party should learn something they wish were false.

// Variants
Lord-Sorcerer on Disc of TzeentchKeeper of the Nine Gates (site-bound, empowered)Twinned Lord (two bodies, one mind)Debt-Bound Lord (a greater daemon holds his note)Ascension-Threshold Lord (daemon prince arc climax)

Full Stat Block Priority: Boss

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