Slaanesh – Dreadful Visage
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Endless Spell

Dreadful Visage

The sorcerous entity known as the Dreadful Visage is said to be a mask that once adorned Slaanesh’s own face during the Masquerade of the Palace Grandiose. On that fell night, it is said, the visage took on an evil sentience of its own, and it can be called forth to bring a measure of its wearer’s horrific aura into the Mortal Realms.

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell


A Dreadful Visage is a single model.

PREDATORY: A Dreadful Visage is a predatory endless spell. It can move up to 8" and can fly.


Summon Dreadful Visage: By inhaling great lungfuls of hallucinogenic incense, the caster can cause an aspect of their own worst fears to solidify in reality – and then set the results upon their foes.
Summon Dreadful Visage has a casting value of 7. Only SLAANESH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Dreadful Visage model wholly within 12" of the caster.


Swooping Horror: The dreadful face, an avatar of pure horror, descends towards its terrified foes.
When this model is set up, the player who set it up can immediately make a move with it.

Flensing Tongues: Opening its soul-sucking maw, the Dreadful Visage lets fly a plethora of hooked tongues that lash and flense the flesh of those nearby.
After this model has moved, roll 6 dice for the closest unit within 6". If more than 1 unit is equally close, the player that moved this model can choose which unit to roll the 6 dice for. That unit suffers 1 mortal wound for each roll of 4+.

Terrifying Entity: Gibbering, howling and shrieking with cruel pleasure, the Dreadful Visage destroys the will of Slaanesh’s enemies – while his worshippers find themselves energised by its discordant barrage of noise.
Subtract 1 from the Bravery characteristic of units while they are within 12" of this model. Add 1 to the Bravery characteristic of SLAANESH units while they are within 12" of this model instead of subtracting 1.

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.
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.

The ENDLESS SPELL keyword is used in following Slaanesh warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021