Warhammer 40k D&D 5E – Tzeentch Statblocks (Hack #18)

BUT FIRST–what are those previous hack posts about?

  • First post: GENERAL general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
  • Second post: EQUIPMENT the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
  • Third post: ARCHETYPES Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
  • Fourth post: ARCHETYPES Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
  • Fifth post: ARCHETYPES Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
  • Sixth post: ARCHETYPES ASSASSINORUM CLADES! My favorite. ❤
  • Seventh post: ARCHETYPES Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
  • Eighth post: ARCHETYPES Sneaky space marines (I am Alpharius) and Rogue Trader bards!
  • Ninth post: ARCHETYPES Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
  • Tenth post: FEAT & TEMPLATE One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin
  • Eleventh post: NPCs More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks
  • Twelfth post: NPCs Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)
  • Thirteenth Post: NPCs Cognitae Agent, Dreadnought, and Rogue Psyker
    Fourteenth Post: NPCs We started diving into titans with Chaos/Imperium Warhounds, the Revenant Titans of the Eldar, and Stompa Ork Gargants (for da Waaagh!!!).
  • Fifteenth Post: NPCs Today’s the end of the titans–one each for Squats and Tau, plus my favorite version of walking death in Warhammer 40,000: the Lutomorbus.
  • Sixteenth Post: NPCs Blood for the Blood God!
  • Seventeenth Post: NPCs Hedonists best grab their forks and gags then get in line for Slaanesh!
  • Today’s Post: NPCs Deception, sorcery, and mastery over fate is what’s in store for today–TZEENTCH-time!

Disc of Tzeentch

Large fiend, chaotic evil
Armor Class 17 (natural)
Hit Points 126 (12d10+60)
Speed fly 90 ft.(hover)

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 20 (+5) 2 (-4) 19 (+4) 1 (-5)

Skills Perception +8
Damage Vulnerabilities radiant
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 200 ft., passive Perception 23
Languages
Challenge 9 (5,000 XP)

Aura of Fear. Creatures within 60 feet of the Disc of Tzeentch must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Disc of Tzeentch’s aura of fear for the next 24 hours.
Blessing of Tzeentch. The Disc of Tzeentch is protected by the power of the Changer of Ways. Whenever the Disc of Tzeentch would take damage, it takes 15 less damage.
Daemon Aura. Hostile creatures within 60 feet of the Disc of Tzeentch have disadvantage on Wisdom saving throws and saving throws against fear.
Daemonic Mount. A Disc of Tzeentch is a screamer bound by a psyker to be their mount. While being used as a mount, the Disc of Tzeentch is able to to use its actions normally while its rider is in control, any attacks targeting the rider have a 50% chance to strike the Disc of Tzeentch instead, and the rider is protected by its Blessing of Tzeentch feature. When the Disc of Tzeentch takes damage, the rider must succeed on an opposed Charisma saving throw or the creature changes back into a screamer (use the statistics for a Cloaker with the fiend type and an alignment of chaotic evil) and attacks the nearest living creature (likely the rider).
Heightened Senses. The Disc of Tzeentch has advantage on Wisdom (Perception) checks.
Magic Resistance. The Disc of Tzeentch has advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack. The Disc of Tzeentch attacks three times.
Warp Blades. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) magical slashing damage.

Lord of Change

Huge fiend, chaotic evil
Armor Class 13 (16 with mage armor)
Hit Points 210 (20d12+80)
Speed 40 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 18 (+4) 21 (+5) 17 (+3) 19 (+4)

Saving Throws Int +9, Wis +7, Cha +9
Skills Arcana +15, Deception +14, History +15, Insight +13
Damage Resistances acid, cold, fire, necrotic, psychic, thunder; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
Senses truesight; passive Perception 12
Languages Aklo, Dark Tongue, Low Gothic, High Gothic
Challenge 15 (13,000 XP)

Daemon Aura. Hostile creatures within 60 feet of the Lord of Change have disadvantage on Wisdom saving throws and saving throws against fear.
Eyes of Fate. When a creature that can see the Lord of Change’s eyes starts its turn within 30 feet, the Lord of Change can spend their bonus action or reaction to force it to make a DC 18 Wisdom saving throw if they aren’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for 5 rounds and gains a short-term madness. If the saving throw fails by 5 or more, the creature also gains a long-term madness. If the saving throw fails by 10 or more, the creature also gains an indefinite madness. Unless surprised, a creature can avert its eyes to avoid the saving throw from this feature at the start of its turn. If the creature does so, it can’t see the Lord of Change until the start of its next turn, when it can avert its eyes again. If the creature looks at Lord of Change in the meantime, they may spend their reaction to cause it to immediately make the saving throw.
Magic Resistance. The Lord of Change has advantage on saving throws against spells and other magical effects.
Morphing Form. The Lord of Change is immune to any spell or effect that would alter their form unless they are the origin of that spell or effect.

Spellcasting. The Lord of Change is a 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Lord of Change can cast alter self and invisibility at will. The Lord of Change has all wizard spells prepared, but typically uses the following:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
  • 1st level (4 slots): detect magic, identify, mage armor, magic missile
  • 2nd level (4 slots): detect thoughts, mirror image, misty step
  • 3rd level (4 slots): counterspell, dispel magic, fireball, fly, lightning bolt
  • 4th level (3 slots): black tentacles, confusion, fire shield, polymorph, stoneskin
  • 5th level (3 slots): cloudkill, cone of cold, conjure elemental, scrying, wall of force
  • 6th level (3 slots): disintegrate, eyebite, globe of invulnerability, irresistible dance, mass suggestion
  • 7th level (2 slots): forcecage, prismatic spray, teleport
  • 8th level (2 slots): dominate monster, maze, mind blank
  • 9th level (1 slot): weird, wish

Sublime Magician. The Lord of Change is able to simultaneously concentrate on two spells (instead of one).

ACTIONS
Multiattack. The Lord of Change attacks four times.
Beak. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) magical piecing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) magical slashing damage.
Staff of Change (10 charges). Melee or Ranged Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 11 (1d8+7 magical bludgeoning damage. The Lord of Change can expend 1 charge as a bonus action, converting hit dice into an equal number of spell levels. When the Lord of Change dies or expends the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. On a 20, the staff regains 1 charge. On any other result, the Staff of Change releases its remaining magic in an explosion that fills a 50-foot-radius sphere centered on it. Creatures in the area must make a DC 18 Dexterity saving throw. A creature takes 45 (10d8) force damage on a failed save, or half as much damage on a successful one.

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