Warp Rift Entity
A localized tear that behaves like a hostile creature.
Threat File — Warp Rift Entity
TR 8 · Daemons & Warp EntitiesSaves: Toughness +9, Willpower +7
Senses: Perceives all creatures within 60 feet without sight, hearing, or line of effect
It Is a Place. The rift cannot be moved, knocked back, Grappled, or Suppressed, and does not make Morale checks. Ballistic, las, slashing, piercing, and bludgeoning attacks deal half damage; sanctified, psychic, and warp attacks deal full damage. At 0 Vitality it collapses closed rather than dies.
Bleeding Edge. The ground within 15 feet of the rift is warp-touched: difficult terrain that whispers. A creature that ends its round inside it suffers Corruption exposure.
Spawning Wound. At the start of each of its turns, roll 1d6. On a 5–6, the rift disgorges 1d4 warp imps; if it has done this twice already this scene, it disgorges a lesser warp horror instead.
Grasp of the Breach. Melee Attack: +6 to hit, reach 20 ft. (tendrils of unreality), one target. Hit: 2d8 + 4 warp damage and the target is dragged 10 feet toward the rift.
Inhale. Every creature within 20 feet makes a Strength Save DC 14 or is pulled 10 feet toward the rift and Frightened until the end of its next turn.
Flare. The rift surges until the start of its next turn: lights, vox, and instruments within 60 feet fail, and any psychic power used in that radius risks Perils even on a success.
Morale: Does not make Morale checks; it is a wound, not a will. It persists until sealed by ritual, ward, sanctification, or the destruction of whatever anchors it.
Tactics: Run it as a siege of geography: the rift holds ground, feeds horrors into the fight, and drags the careless in. Give the party a sealing method with steps — anchor objects, rites, charges — and make each step contested. Anyone pulled through the rift is a scenario, not a casualty.
Loot / Evidence / Hooks: Whatever anchored the rift — a relic, a machine, a corpse — survives its closing, saturated with warp residue and exactly the kind of evidence an Inquisitor pays for.
Enemy Dossier
GM ReferenceA Warp Rift Entity is a localized tear in reality that behaves like a hostile creature — a wound in the world with appetite and reach. It cannot be flanked, demoralized, or negotiated with, because it is mostly a place.
Use this threat as a battlefield hazard with intent: the centerpiece of a corrupted site that turns the terrain itself into the enemy.
Area hazard behaving as a creature, pull and grasp attacks, Corruption exposure by proximity, spawns lesser horrors, immune to morale and most conventional harm, closed rather than killed.
It Is a Place. Cannot move far, be knocked back, or be Suppressed; mundane weapons mostly pass through it.
Bleeding Edge. The ground within 15 feet is warp-touched: difficult, whispering, and a Corruption exposure risk each round spent inside.
Spawning Wound. Periodically disgorges warp imps or a lesser horror while it remains open.
Grasp of the Breach. Tendrils of unreality attack a creature within 20 feet; on a hit, the target is dragged 10 feet toward the rift.
Inhale. All creatures within 20 feet save or are pulled 10 feet closer and Shaken.
Flare. The rift surges: psychic powers used this round risk Perils, and lights, vox, and instruments fail.
Morale: No morale; it persists until sealed by ritual, ward, sanctification, or the destruction of whatever anchors it.
Tactics: Run it as a siege of geography: the rift holds ground, feeds horrors into the fight, and drags the careless in. Give the party a sealing method with steps — anchor objects, rites, charges — and make each step contested. Anyone pulled through the rift is a scenario, not a casualty.
Full Stat Block Priority: Medium