Tzeentch Lord-Sorcerer
A high sorcerer whose plans are also weapons.
Threat File — Tzeentch Lord-Sorcerer
TR 15 · Traitor AstartesSaves: Willpower +13, Intellect +12
Proficiencies: Lore +12, Guile +11, Command +10
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.
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.
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 ReferenceA 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.
Use this enemy as the campaign boss of a Tzeentchian arc, met at the center of a scheme the party has spent sessions misunderstanding.
Extreme psychic offense and control, layered wards and false images, teleportation, mutation and Corruption pressure, reality distortion, commands Rubricae, cabals, and daemons.
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.
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.
Full Stat Block Priority: Boss