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TzeentchExalted Greater Daemon of Tzeentch

Exalted Greater Daemon of Tzeentch

With a wave of its talons, an Exalted Greater Daemon of Tzeentch can hurl its foes into the nightmarish Realm of Chaos or bathe them in deadly magical fires. They are the most malefic servants of the God of Sorcery, and their very forms flicker with arcane energies.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Tzeentch3"33+-2
Curved Beak and Wicked Talons1"43+3+-12
Wounds SufferedMoveStaff of TzeentchInfernal Gateway

Unit Size: 1      Points: 480
Battlefield Role: Leader, Behemoth


An Exalted Greater Daemon of Tzeentch is a single model armed with a Curved Beak and Wicked Talons, and a Staff of Tzeentch.

FLY: This model can fly.


Mastery of Magic: Tzeentch’s daemons are manifestations of magic in its rawest form; the mightiest of their kind can wield sorcerous power with the same ease that a mortal breathes air.
When you make a casting or unbinding roll for this model, you can change the lowest dice roll to equal the highest dice roll.

Spell-Thief: Exalted Greater Daemons of Tzeentch have an insatiable appetite for sorcerous knowledge, and by feeding upon arcane manifestations they are able to instantly perfect new forms of spellcraft.
If an unbinding roll for this model is 9+, it knows the spell that it is attempting to unbind for the rest of the battle.


This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Gateway spells.

Infernal Gateway: Tendrils of magic shoot forth to rend the fabric of reality, opening a screaming portal into Tzeentch’s crystal labyrinth.
Infernal Gateway has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and roll 9 dice. For each roll that equals or beats the value shown for Infernal Gateway on the damage table above, that unit suffers 1 mortal wound.


Beacon of Sorcery: Spreading its arms wide, the Exalted Greater Daemon of Tzeentch saturates the area with magic.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly model with this command ability. You can add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS that are within 24" of that model until your next hero phase.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The LORD OF CHANGE keyword is used in following Tzeentch warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Tzeentch warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020