Disciples of Tzeentch – Exalted Greater Daemon of Tzeentch
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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 WoundTo WndRendDamageDmg
Staff of Tzeentch
Staff of Tzeentch3"33+-2
Curved Beak and Wicked Talons
Curved Beak and Wicked Talons1"43+3+-12
Wounds SufferedMoveStaff of TzeentchInfernal Gateway

Unit Size: 1      Points: 515
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single


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

FLY: This model can fly.

WIZARD: This model can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.


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, dispelling 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 this model successfully unbinds a spell and the unbinding roll was 9+, this model knows the spell that was unbound.

Infernal Gateway: Tendrils of magic shoot forth to rend the fabric of reality, opening a screaming portal into Tzeentch’s crystal labyrinth.
Infernal Gateway is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to 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.
Add 1 to casting and unbinding rolls for friendly TZEENTCH DAEMON WIZARDS that are wholly within 12" of this model.

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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The MONSTER keyword is used in the following Disciples of Tzeentch warscrolls:

Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021