Unsanctioned Witch
A lower-tier psychic threat with unstable power.
Threat File — Unsanctioned Witch
TR 5 · Renegade Imperials and Imperial AdversariesSaves: Willpower +5
Proficiencies: Guile +5, Insight +5, Stealth +4
Hedge Talents. The witch works small psychic tricks at GM discretion: guttered lights, whispered names, misdirected footfalls.
Warp-Marked. When the witch fails a power or dies, a minor warp omen may be released or something's attention drawn, at GM discretion.
Evil Eye. One target within 60 feet makes a Willpower Save DC 13 or suffers Disadvantage on its next attack or save.
Scatter-Curse. Each creature in a 10-foot zone within 30 feet makes a Willpower Save DC 13. On a failure, it is Exposed until the end of its next turn; a creature that fails by 5 or more is also Frightened as its perception smears.
Foretold Step. Once per scene, just before an attack would hit her, the witch moves 10 feet without provoking. If this takes her out of range or line of sight, the attack misses.
Morale: Flees, hides, bargains, or begs; fights only when cornered — which is when the accidents happen.
Tactics: Play the witch as prey with teeth. She uses curses and foreknowledge to stay ahead of pursuit, spends the environment against the party, and surrenders to whoever seems least likely to burn her. The encounter's real edge is what happens if she dies badly.
Loot / Evidence / Hooks: Cards, bones, and charm-scrip worth little — and a client list worth a great deal to a witch-hunter.
Enemy Dossier
GM ReferenceAn Unsanctioned Witch is a lower-order psychic talent — hedge divination, curse-work, small tellings — surviving outside Imperial law. Weak alone, but every one of them is a door the warp keeps testing.
Use this enemy for witch-hunts, underhive fortune-cults, and investigations where the psychic crime is real but the villainy is uncertain.
Threat Profile: Very low durability, minor psychic effects with outsized battlefield nuisance, morale attacks, Corruption seepage, more valuable captured than killed.
Hedge Talents. Small psychic tricks: guttered lights, whispered names, misdirected footfalls at GM discretion.
Warp-Marked. Failed powers or death may release a minor warp omen or draw something's attention.
Evil Eye. One target saves on Willpower or suffers Disadvantage on its next attack or save.
Scatter-Curse. Zone effect; failed saves leave targets Exposed or briefly Frightened as perception smears.
Foretold Step. Moves as a reaction just before an attack lands, once per scene.
Morale: Flees, hides, bargains, or begs; fights only when cornered — which is when the accidents happen.
Tactics: Play the witch as prey with teeth. She uses curses and foreknowledge to stay ahead of pursuit, spends the environment against the party, and surrenders to whoever seems least likely to burn her. The encounter's real edge is what happens if she dies badly.
Full Stat Block Priority: Medium