Hedonites of Slaanesh – The Contorted Epitome
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12"
7
5+
10
WARSCROLL

The Contorted Epitome

The Contorted Epitome writhes across the battlefield on lashing metallic tentacles, twisting under the control of its Daemonette attendants to reflect its enemy’s darkest desires and deepest fears.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claws
Ravaging Claws1"93+4+-11
Coiled Tentacles
Coiled Tentacles3"23+4+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 255
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • The Exquisite Pursuit

DESCRIPTION

The Contorted Epitome is a single model. It is armed with Ravaging Claws and Coiled Tentacles.

ABILITIES

Gift of Power: The Heralds that guard a Contorted Epitome can use its power to enhance their own spells.
You can re-roll casting rolls for this model.

Swallow Energy: A Contorted Epitome steals the most intense and excessive energies, channelling them back to Slaanesh’s Temple of Twisted Mirrors.
Roll a dice each time you allocate a mortal wound to this model. On a 2+, that mortal wound is negated.

Horrible Fascination: When a warrior stares into the Contorted Epitome’s mirror, they see all of their hopes and fears reflected there, and cannot tear their eyes away.
At the start of the combat phase, you can roll 1 dice for each enemy unit within 3" of this model. On a 4+, this model cannot be picked as the target of attacks made by that unit in that phase until this model makes any attacks in that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Overwhelming Acquiescence spells.

Overwhelming Acquiescence: The Herald engulfs the foe in an arcane haze of dreams and unattainable desires.
Overwhelming Acquiescence has a casting value of 7. If successfully cast, pick up to D3 enemy units within 24" of the caster that are visible to them. You can re-roll hit rolls of 1 for attacks that target those units until your next hero phase.

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, HERO, WIZARD, HERALD OF SLAANESH, CONTORTED EPITOME
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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