Blades of Khorne – Exalted Greater Daemon of Khorne

This warscroll does not meet the selection criteria (see Settings tab).

Exalted Greater Daemon of Khorne*

Exalted Greater Daemons of Khorne are the largest and most furious of the Blood God’s servants. Armed with weapons shaped in the fires of their patron’s forges, they butcher their way through rank after rank of enemies, leaving great rivers of gore in their wake.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lash of Khorne
Lash of Khorne8"3+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Axe of Khorne
Mighty Axe of Khorne2"83+-23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
Wounds SufferedMoveLash of KhorneMighty Axe of Khorne

Unit Size: 1      Points: 580
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Murder Host
 • Tyrants of Blood


An Exalted Greater Daemon of Khorne is armed with a Lash of Khorne and Mighty Axe of Khorne.

FLY: This model can fly.


Drawn in for the Kill: Bloodthirsters often use their barbed lashes to entangle their opponents, rendering escape impossible.
At the start of the enemy movement phase, pick 1 enemy unit within 3" of this model. That unit cannot retreat in that phase.

The Land Rebels: The ground around an Exalted Greater Daemon of Khorne becomes cracked and broken beneath its stomping hooves, causing molten rock to bubble up from deep below.
At the start of your hero phase, roll a dice for each enemy unit within 8" of any friendly models with this ability. On a 5+, that enemy unit suffers 1 mortal wound.

Rejoice in Exalted Slaughter: An Exalted Greater Daemon of Khorne is an unsubtle leader, driving its subjects towards the enemy in great numbers.
You can use this command ability at the start of the combat phase. The command must be issued by this model and received by a friendly KHORNE DAEMON unit. In that combat phase, the unit that receives the command is eligible to fight if it is within 6" of an enemy unit instead of 3", and models from that unit can move an extra 3" when they pile in.

6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Army List
Warscrolls collated

Disable Ads

Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

The KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:

12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The BLOODTHIRSTER keyword is used in the following Blades of Khorne warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024