Jallot the Scented
Jallot the Scented is a rare being - blessed by Slaaneth through the light of the Black Moon, she is a creature of the wilds. Inured to the cold, she wears nothing upon her form, able even to share her blessings with others. She can transform herself into an immense were, easily reaching eighteen feet in height - her lumbering steps are swift through sheer length of stride, her raw force immense, though clumsy due to the sheer scale involved.
Game Rules
- May use the stats of her Familiar when theirs are higher, indicated by a slash.
- Units must enter battle in either uman or wolf-man form. Once wolf-man form is entered, they may not change back until the battle has ended.
- Were characters may transmute between human, wolf-man, and great wolf form during battle. This must be done in the presented order - they cannot skip the wolf-man stage.
- All models in a unit transmute at the same time with a single roll, excluding any attached leaders.
- At the start of the controlling player's turn, weres may attempt to transmute by rolling 1d6 with the following modifiers. +1 if within 6" of an enemy. +2 if engaged in melee. If the result is a six or higher, they successfully transmute into their other form.
- A unit of weres which is in wolf-man form while charging or being charged is frenzied.
- Were characters lose any associated magical abilities when not in human form.
- Were characters in giant wolf form Hate the nearest enemy, and are immune to Fear. In addition, they are frenzied when making or receiving charges.
- Were characters in giant wolf form must may only change to wolf-man form while in hand-to-hand combat, and must make an additional test should they fail with the following results:
- 1-4: The character remains under normal control.
- 5: The character must move towards the nearest table edge at normal speed, avoiding combat if possible and making a new transmutation test at the start of their turn. If they fail to turn back before reaching the edge, they flee the battlefield.
- 6: As above, but may not test to transmute.
- Units of weres must be lead by ordinary weres or were characters.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Magic Power | Fear Points | Fear Effect |
Human | 4/5.5 | 3/4.5 | 3/3.5 | 3/4 | 3/4 | 1/2 | 3/5.5 | 1/2 | 7/9 | 7/8 | 7/8.5 | 8/8.5 | 0 | 0 | None |
Wolf-Man | 8/5.5 | 3/4.5 | 3/3.5 | 7/4 | 6/4 | 2/2 | 1/5.5 | 1/2 | 8/9 | 6/8 | 8/8.5 | 9/8.5 | 0 | 2 | None |
Jallot in her human form has the following Mutations:
- Invent Your Own (Roll 1d6 before battle to see if an individual model in your army becomes a Were whose wolf-man form lacks a Hero Level or any modifiers, gaining 5 Hero Levels at the end of each battle until they reach the same Power Level as their non-wolf form).
Jallot in her Wolf-Man form has the following Mutations:
- Growth x3: They are three times the size of a typical wolf-man, with numerous stat changes included.
Jallot has the following Rewards in both forms:
- Daemon Weapon
- Magic Storage Familiar
Jallot has the following Rewards in her Human form:
Jallot has the following Rewards in her Wolf-Man Form:
Jallot has the following Equipment:
- Hand Weapons have no specific effect for footsoldiers.
Greatsword
Daemon Prince Sword
Appearance
Human
Jallot is a human woman, standing five foot ten with a wiry frame and pale skin. She wears little beyond a ragged, black cloak, preferring to leave herself open to the world, the aging spear of her protector in her hand.
Her white hair has been messily cut with improper blades, enhancing the wild and calculating look in her green eyes.
Her body is marked with fading scars and a holy black tattoo, carved across the space between her groin and her abs - the rough etching of a circle with a pillar rising from it, a pair of curves extending from it, one stretching towards her hips and the other a rounded arrow beating against her belly button. It was filled with ground Warpstone and lampblack, ensuring her status as Champion would take.
Wolf-Girl
Jallot is a colossal figure, a furred humanoid with the head of a wolf that stands at seventeen and a half feet tall. Her fur is a crisp white, her body otherwise uncovered - no set of armour would survive the Change, after all. The battered hatchet she wields is like a toothpick in her hands, but it serves its purpose.
Her eyes are almost filled by their pupil, as is common with wolves, though its green colouring may not be. Her snout is filled with sharp, carnivorous teeth.
While her scars may be invisible through the fur, somehow the mark of Slaaneth above her genitals is clearly visible, almost glowing with faint purple light.
Q'Phaen'Nilio Stats
- Subject to Instability when more than 3" from controller.
- Causes Fear in non-chaos creatures below 10' tall.
- Immune to psychological effects.
- Jallot may use familiars stats when higher than her own.
- Any number of spells up to 12 MP may be stored within before battle by any members of the Warband.
- Spells stored in this manner may be used up during the Magic phase.
- If the familiar dies, all spells stored are immediately used against Jallot.
- May move through woods without penalty.
- Base armour save of 6.
- May use Stomp attacks.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Magic Power |
Q'Phaen'Nilio | 5.5 | 4.5 | 3.5 | 4 | 4 | 2 | 5.5 | 2 | 9 | 8 | 8.5 | 8.5 | 0 |
Has the following Attributes:
- Horns.
- Moronic: Stupidity, must pass a Cool test in order to take any action. This is a psychological effect, and the familiar is thus immune.
- Crossbreed: Zoat.
Stores the following Spells: Acquiescance x4
Acquiescance
Spell Level: 1
Magic Points: 3
Range: Touch
Made during the Fight phase in addition to normal attacks, after all other attacks have been made. The caster must roll to Hit as if a melee attack, followed by the caster rolling under their own Initiative. Non-daemonic targets then receive a Magic Saving Throw.
Followers and Daemons of Slaanesh become immune to all Psychology and suffer -2 Initiative.
Followers and Daemons of Khorne spend D6 turns travelling D4" in a random direction and then die.
Other targets have all statistics halved and must roll 1d6 at the start of every turn. On a 1-3, the afflicted can take no actions that turn. On a 4+, the target is subject to Stupidity for that turn.
Q'Phaen'Nilio Description
Daemon Weapon Stats
Daemon Weapons have an aura that is immediately obvious to any mage that touches it.
Daemon Weapons cause damage to creatures that are normally immune to weapon attacks.
You cannot make Magic Saving Throws against the attacks of Daemon Weapons.
Daemon Weapons dispel auras on contact.
Daemon Weapons have a bonus to Hit equal to the number of the bound daemon's attacks - in this case, 7.
The wielder of the Weapon may use the Willpower of the bound daemon - in this case, 7.
Any Wound caused by a daemon weapon will kill the target.
The Strength of those killed by the blade is distributed between the blade and the wielder. One third is absorbed by the blade, and is retained until the end of the battle or until Sated - for each point of Strength added to this total, the blade causes the target to apply -1 to their Saving Throw. One third is added to the wielder's Strength for the remainder of battle, though the wielder collapses into unconsciousness if they absorb three times their original Strength in this way.
When the blade has absorbed 13 points of strength, the wielder must test WP every time it slays a model to avoid entering a killing fury, causing them to attempt to attack the closest enemy in melee at all times, and turn on allies when out of enemies. If the user fails to kill an enemy at least every three turns, their characteristics are halved for the remainder of battle due to pain as the blade turns on them.
When the blade has absorbed 26 points of Strength, it becomes Sated, losing the benefits listed below dispelling Auras.
The wielder may cast magic through the blade, using the spells known by the daemon - these are six random spells of random levels rolled at the start of combat, no test needed to cast, and replaced with a random spell when cast. If a spell is rolled for a spell level that the daemon does not possess the Slaaneshi spell of, then the Slaaneshi spell is generated.
If the wielder is slain, as an intentional act using an appropriately leveled Summon spell, or when the wielder acts against the tenets of their god, the daemon may be released from within the blade to a point within 3" of the wielder. In such circumstances, the blade is considered sated. The daemon fights under the control of the controlling player for one round, but rolls on a d100 table on the subsequent round.
Daemon Prince Stats
Harpy
Eye of Gods
Eye of Gods
Eye of Gods
Gift of the Gods Face of Fiend (Lick attack)
Eye of Gods
Eye of Gods
Chaos Attribute Growth (x4)
Gift of the Gods Hermaphrodite
Eye of Gods: Daemonhood (Grow x1.5, gain Horns, Wings [min 0, max 32, accel 8], Tail, and Greater Daemon magic)
1 Pact-Ally
If reduced to last wound, roll 1d6.
1-2: No effect.
3-4: Summon 3 Daemonettes (50% chance of Mounted) and 75% chance of 3 Fiends immediately.
5: Summons 6 Daemonettes (50% chance of Mounted) and 75% chance of 6 Fiends immediately.
6: Summons a Keeper of Secrets, and 50% chance of result 5. Keeper of Secrets will not put itself in danger or suffer indignity.
May use Summoning spells for up to 6 Daemonettes (50% chance of Mounted) and 6 Fiends (25% chance Fiends ignore call).
Invulnerable to normal weapons.
All attacks are Magical and do not allow Saving Throws.
Instability
Immune to psychological effects not caused by gods.
Always succeeds in casting spells.
Magically Vulnerable, may make Magic Saving Throws against Daemonic spells.
Fear 12" +2, +1 if target is under 10' tall.
Six spells available at all times, randomly determined on battle start, randomly renewed when used (Spell Level 1D4), First spell available of any level is Slaaneshi
Attacks are 1 Gore, 1 Lick, and 5 Weapon
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Magic Level | Daemonic Power |
Daemon Prince | 10 | 2 | 0 | 10 | 9 | 30 | 2 | 7 | 6 | 4 | 7 | 7 | 1 | 6D6 |
Chaos Spear
- Coward: Bearer must pass WP test at beginning of battle to use weapon to fight.
- Magical Aura
- Damages creatures otherwise immune
- Dispels Auras on 3+
- No magic saving throws
- Chainsword: S4, -1 Save, permanent -1 Save on damage (6+ roll vs Magic armour), destroys non-magical shields
- Disenchantment: Drains Magic and Daemonic Power points by 1d6 on hit, may roll Armour Save against effect. Wielder gains drained Points as appropriate form for themselves.
- Intelligent: +1 Int.
- Vampyre: Once damage has been dealt to a living target, automatically hits and wounds the target with no Saving Throws preventing damage. May not target additional creatures until current target is dead.
- Random: Each turn, roll 1d6 for the following properties:
- Deathlust: +1 to Wound.
- Flight: Bearer may fly, unstatted due to being fatal to wielder.
- Magic Force: May spend MP to gain +1 Strength and target to have -1 Save to the attack, stacking for every point spent.
- Mighty Strike: One attack becomes S10.
- Singing: Any targets that fail WP tests within 12" must move into base to base contact and cannot move, attack, or defend themselves until making a successful WP roll.
- Wounding: Each Wound roll causes 1D3 Wounds.
Lick attack: WP save vs Stupidity until end of battle.
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