TEXT: 1 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  CHAOS TOUCHED 
  MONSTERS 
  Written by Rob Schwalb 
  
  2 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  Changeworm 
  This maggot-like horror measures six feet in 
  length and is covered with thorny protrusions. 
  Capable of burrowing through solid stone, the 
  Changeworm digs through the ground to form 
  nests below populated areas, visiting tragedy on 
  the townsfolk in the form of spontaneous 
  mutation. Changeworms are also blamed for 
  blights, odd environmental phenomenon like 
  sudden storms, odd odours, and 
  disappearances. Whilst not all of these troubles 
  rest on this Daemon, the corruption of land and 
  flesh are certainly within its power. 
  Changeworm Statistics 
  Skills: Concealment, Perception 
  Talents: Acute Hearing, Contortionist, Fearless, 
  Frightening, Keen Senses, Natural Weapons, 
  Night Vision, Strike Mighty Blow 
  Special Rules: 
  Burrow: The Changeworm can move 
  through dirt and rock as easily as it 
  moves on the ground. It may 
  burrow with a Movement of 5. 
  Chaos Mutations: Acid Excretion. There is a 
  30% chance of an additional 
  mutation. Roll on Table 3–1: 
  Mutations to generate the extra 
  mutation if present. Modify stats as 
  appropriate. 
  Corrupt Land: Changeworms are sedentary 
  Daemons, comfortable for extended 
  periods underneath the ground. For 
  each week in remains in place, the 
  Corruption Value (see Chapter II: 
  The Lost and the Damned of 
  Tome of Corruption) increases by 
  one step. 
  Bestow Gift: Any living creature who sleeps 
  eight hours overtop of a burrowed 
  Changeworm is at risk of 
  undergoing a transformation. The 
  particulars vary depending on what 
  the Changeworm serves. 
  Khorne: When a victim awakes, he 
  is angry and filled with hate. He 
  must succeed on a Will Power 
  Test or enter an uncontrolled 
  frenzy, attacking the closest 
  living thing for 1d10 rounds. 
  Nurgle : When the victim awakes, 
  he must succeed on a 
  Toughness Test or contract 
  Neiglish Rot. 
  Slaanesh: The victim experiences 
  disturbing dreams and receives 
  little rest. He wakes up 
  exhausted, taking a –10% 
  penalty to all Tests until he next 
  sleeps.  
  Tzeentch: The victim must succeed 
  on a Toughness Test when he 
  wakes or gain 1 mutation. 
  Armour: None 
  Armour Points: Body 0 
  Weapons: Bite 
  Slaughter Margin: Hard 
  Using Changeworms 
  Changeworms serve as a physical explanation 
  for the sometimes unexpected mutations that 
  crop up all the time in the Old World. Indeed 
  they are responsible for some corruptions. 
  These creatures rarely make their way as far 
  south as the Empire and are more likely found 
  burrowing beneath the Eastern Steppe. Still, an 
  adventure where characters go digging for 
  worms could prove entertaining, especially 
  when they break through to a Skaven warren. 
  Grims 
  Cruel Bargainers 
  Hate and vengeance are powerful forces. They 
  dull the inhibitions, cloud the thoughts, and drive 
  people to commit unspeakable acts. These 
  terrors reflect intense Human emotion, taking 
  shapes that best reflect the desire and 
  experience. Grims, then, are born from 
  vengeance. They are expert killers, assassins 
  who can eliminate nearly any target, slipping 
  past nearly any defence to reach their mark. But 
  such service always comes with a price, and in 
  the case of the Grim, it is terrible indeed. 
  In the mind of the Grim, it only takes a life if its 
  master gives one in return. They agree to kill 
  any target their mortal master desires, but once 
  the mission is complete, their master must offer 
  up an appropriate sacrifice, someone close to 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  47% 0% 
  55% 49% 18% 6% 
  89% 5% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  1 
  32 
  5 
  4 (6) 5 
  0 
  0 
  0 
  
  3 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  them. And if the master refuses, he becomes the 
  Grim’s next victim.  
  Grims are short creatures with onyx skin and 
  white eyes. They have sharp, angular faces that 
  feature two curling brown horns that break 
  through the flesh of their brows. Though they 
  disdain clothing, they are always armed with a 
  hatchet or cleaver for performing the deed. Grims 
  can fluently speak the language of men, enabling 
  them to make their pacts and be perfectly clear of 
  their intent to take the given life. 
  Grim Statistics 
  Skills: Concealment +20%, Dodge Blow +10%, 
  Follow Trail, Intimidate +10%, Navigation, 
  Perception +10%, Scale Sheer Surface, 
  Shadowing +10%, Silent Move, Speak Arcane 
  Language (Daemonic), Speak Language (any 
  one), Swim, Torture 
  Talents: Alley Cat, Ambidextrous, Contortionist, 
  Fearless, Fleet Footed, Frightening, Lightning 
  Parry, Night Vision, Quick Draw, Strike Mighty 
  Blow, Strike to Injure 
  Special Rules: 
  Chaos Mutations: Horns (×2), Midnight Skin, 
  Teleport. There is a 50% chance of 
  an additional mutation. Roll on Table 
  3–1: Mutations to generate the extra 
  mutation if present. Modify stats as 
  appropriate. If this Daemon serves a 
  particular Chaos God, roll mutations 
  on the table appropriate to its master. 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand Weapon (Cleaver) 
  Slaughter Margin: Hard 
  Using Grims 
  Even though the Grim makes his price clear at 
  the outset, when the time comes to give up a 
  beloved child or spouse, few find the resolve to 
  do the deed. They may hire protectors to 
  safeguard their families and themselves from this 
  malicious fiend. And Player Characters who offer 
  their services find an implacable foe who stops at 
  nothing to take the soul that was offered. 
  Heresy Imp 
  “Don’t condemn me for my tactics. It’s the end 
  that matters. If I root out a dozen Witches, then I 
  have done Sigmar’s work regardless of the tool.” 
  —Sigmund Oldenstahl 
  Many Witch Hunters use tried and true means of 
  uncovering pockets of corruption. Through fire 
  and sword—and the liberal use of torture—they 
  fight the good fight against Chaos. But for every 
  Witch they burn, three slip through their fingers; 
  for every Mutant destroyed, two more are born. 
  Fed up with chipping away at the mountain, some 
  Witch Hunters employ Chaos to achieve the 
  victory they desire. But such compromises always 
  come with a cost—the Witch Hunter’s soul. 
  A popular tool of Chaos to use against its minions 
  is the Heresy Imp, also called the Hunter Fiend. A 
  tiny creature, no taller than 18 inches, it has a 
  Humanoid form, though its skin is a pale brown, 
  the colour of a maggot. Its eyes are black dots on 
  a hairless head and it has a prodigious nose with 
  great flaring nostrils. Heresy Imps commonly 
  dress in ragged motley, though some wear rags 
  or are altogether naked except for the filth that 
  oozes from their pores.  
  What makes the Heresy Imp so useful is its 
  cunning as well as its ability to sense corruption 
  in others. They can unerringly identify those 
  tainted by Chaos and even point out which 
  mortals practice Dark Magic, all with a generous 
  sniff of the air. The Witch Hunter must beware for 
  the Imp’s cunning can also work against him. 
  Notorious liars, they happily point out innocents to 
  be consigned to the fires. But, a Witch Hunter 
  who’s comfortable with giving a good beating—
  and for certain, most are—can keep his pet 
  Daemon in line.  
  Heresy Imps are rarely encountered outside of a 
  Witch Hunter’s possession, and then, they 
  languish on iron collars or beneath a cloaked iron 
  cage. When they are free, they serve Cult Magi in 
  tracking down useful Mutants and rivals. On 
  occasion, these things romp along with the rest of 
  a Chaos Horde, sampling the tears of the dying.  
  Heresy Imp Statistics 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  46% 24% 53% 38% 51% 36%  55%  20% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  3 
  18 
  5 
  3 (5) 6 
  0 
  0 
  0 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  26% 28% 24% 33% 58% 28%  34%  22% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  1 
  5 
  2 
  3 (5) 5 
  0 
  0 
  0 
  
  4 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  Skills: Academic Knowledge (Daemonology), 
  Academic Knowledge (Magic), Blather +10%, 
  Concealment, Dodge Blow, Lip Reading, Magical 
  Sense, Perception +20%, Scale Sheer Surface, 
  Shadowing, Silent Move, Speak Arcane 
  Language (Daemonic), Speak Language (any 
  two), Torture 
  Talents: Acute Hearing, Contortionist, Fearless, 
  Keen Senses, Night Vision, Strike to Injure, 
  Unsettling 
  Special Rules:  
  Chaos Mutations: Fast, Strange Voice. 
  There’s a 50% chance of an 
  additional mutation. Roll on Table 3–
  1: Mutations to generate it if present 
  and then modify stats as appropriate. 
  If this Daemon serves a particular 
  Chaos God, roll mutations on the 
  table appropriate to its master. 
  Sense Heretic: The Heresy Imp is attuned to 
  those who serve Chaos and gains a 
  +20% bonus to Magic Sense Tests 
  made to detect those with the Dark 
  Magic Talent. In addition, if a Heresy 
  Imp succeeds on a Magical Sense 
  Test, he automatically senses all 
  Mutants within 8 yards (4 squares). 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Teeth (SB–2) 
  Slaughter Margin: Routine 
  Using the Heresy Imp 
  A local Witch Hunter executes an innocent 
  Wizard on trumped up charges. It turns out the 
  Wizard had information on a ritual useful for 
  summoning these creatures. 
  One of the Player Characters is accused of being 
  a Mutant or Witch, though there is no evidence to 
  prove it. Despite any protestations, the Witch 
  Hunter who made the charge, drags the character 
  to a prison. With some investigation, it turns out 
  that the Witch Hunter is using less-than-reliable 
  means to acquire this knowledge.  
  Skinchanger 
  Changelings, Impostors 
  The anguish and despair that arises from loss is a 
  sweet elixir to the fiends. The Dark Gods 
  especially enjoy the succulent sorrow of mortal 
  suffering, especially when it involves lost loves, 
  and moreover, they exult when they can take 
  advantage of the weakness that follows to milk 
  the victim for all the suffering possible. And so the 
  Ruinous Powers send Skinchangers to drain the 
  life from these poor mortals, to give them false 
  hope and a brief respite from their sadness only 
  to magnify the horror when the truth is revealed. 
  Skinchangers in their natural form are genderless 
  beings of soft pliable purple flesh. They have no 
  detail, no distinguishing characteristics except for 
  a narrow slit for a mouth that holds rows of 
  inwardly curving teeth. Though they have an alien 
  appearance, they can alter their forms to perfectly 
  match the desires and dreams of a mortal they 
  select. If the mortal lost a child to an accident, the 
  Skinchanger can shrink its size and shape to 
  resemble that child. If a man is rebuffed by a 
  woman yet still desires her, the Skinchanger can 
  and will take the place of the object of his 
  affection. And though they have the power to 
  alter their appearance, the victim is alone in 
  seeing their beauty; all others are put-off and a 
  little frightened, isolating the victim and putting 
  him further into jeopardy.  
  As the Skinchanger provides all the mortal needs, 
  it sinks its fangs into his flesh, draining his blood 
  a little each day. Despite the injury, the mortal is 
  in the monster’s thrall and does not, or refuses to, 
  see the effects of his new love. After a few 
  weeks, the thing grows bored and reveals itself to 
  its victim just prior to ripping out his throat. 
  Skinchanger Statistics 
  Skills: Charm +20%, Disguise +20%, Gossip, 
  Haggle, Intimidate +10%, Perception +10%, 
  Performer (acting) +20%, Speak Arcane 
  Language (Daemonic), Speak Language (any 
  two) 
  Talents: Etiquette, Keen Senses, Menacing, 
  Night Vision, Schemer, Will of Iron 
  Special Rules: 
  Chaos Mutations: Telepathy, Vampire. There 
  is a 35% chance of an additional 
  mutation. Roll on Table 3–1: 
  Mutations to generate the extra 
  mutation if present. Modify stats as 
  appropriate. If this Daemon serves a 
  particular Chaos God, roll mutations 
  on the table appropriate to its master. 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31% 31% 31% 31% 31% 31%  31%  31% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  1 
  11 
  3 
  3 (5) 4 
  0 
  0 
  0 
  
  5 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  Façade: The Skinchanger can change its 
  appearance to match what a single 
  mortal most desires to see. Unless 
  the mortal succeeds on a 
  Challenging (–10%) Will Power Test, 
  he fully believes the Skinchanger is 
  the being he wishes for, even if such 
  an appearance is impossible. Each 
  week, he can make a new test, but if 
  he fails,  he does not notice the 
  injuries caused by the Daemon’s 
  vampiric hunger. The Skinchanger 
  can maintain one façade at a time; to 
  all others, it has the Unsettling 
  Talent. 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand Weapon or Dagger 
  Slaughter Margin: Challenging 
  Using Skinchangers 
  Skinchangers tend to operate alone, working on 
  one victim at a time, but in places where there 
  has been much tragedy and lost love, such as 
  villages that have had many casualties from war 
  or plague, several of these monsters might 
  descend at the same time. Characters passing 
  through these places see pale, wasted 
  individuals, perhaps leading them to a false 
  conclusion about a Vampire or a disease. 
   
  Bull Centaurs 
   
  There is no such think as a Mutant Dwarf, lad. 
  Now Skaven, that’s a diff’rent subject. 
                  - Korbad Grimaxe, Dwarf Explorer 
  The Bull Centaurs are foul Mutants that evolved 
  soon after the Time of Chaos. Unlike other 
  Mutants, these breed true. Blending the upper 
  torso of a fanged Chaos Dwarf with the lower half 
  of a ferocious bull, they are terrifying sights to 
  behold. Bull Centaurs are charged with guarding 
  the great statue of Hashut in the temple atop the 
  Tower of Zharr-Naggrund. The have the complete 
  trust of the Sorcerers and so often are called 
  upon for special and dangerous tasks important 
  to the Chaos Dwarf Empire.  
   
  Bull Centaur characters can advance in the Brute 
  or Chaos Marauder Careers. 
   
  Additional Racial Features 
  Bull Centaurs have the following skills and 
  talents. 
   
  Skills: Common Knowledge (Chaos Dwarfs), 
  Intimidate, Perception, Speak Language 
  (Khazalid) 
   
  Talents: Night Vision, Specialist Weapon Group 
  (Two-handed), Stout-hearted, Strike to Injure, 
  Sturdy, Wrestling 
   
  Armoured Torso  
  Bull Centaurs can wear armour on their torso but 
  not on their lower halves. If using the advanced 
  armour system, 50% of all hits to the body ignore 
  any armour worn on that location. Bull Centaurs 
  cannot wear armour on their legs. 
   
  Trappings 
  Bull Centaurs begin play with Medium Armour 
  (Helmet, Leather Jack, Leather Skullcap, Sleeved 
  Mail Shirt), a Great Weapon, and Hand Weapon. 
   
  Great Taurus 
   
  It’s said the Dwarfs of the Dark Lands heat their 
  furnaces with the breath of bulls! 
                  - Ansel the Liar 
   
  Believed to have once been Chaos Dwarfs, the 
  Great Tauruses are fearsome beasts combine the 
  body of a massive bull with the leathery wings of 
  a Dragon. The Chaos Dwarfs stable these 
  creatures beneath the Temple of Hashut, where 
  they may use their fiery breath to heating the 
  cauldrons above.  If these creatures were once 
  Chaos Dwarfs, even they themselves have 
  forgotten. Now they exist only to serve their 
  masters in battle, carrying powerful Chaos Dwarf 
  Warriors into battle. Whether flying or running 
  across the ground, it is a fearsome spectacle. 
  From its toothy maw issues forth black smoke 
  and at will, it can belch forth tongues of fire. 
  Bull Centaur Characteristics 
  Characteristic                              Bull Centaur 
  Weapon Skill (WS)                        35+2d10 
  Ballistic Skill (BS)                         20+2d10 
  Strength (S)                                   30+2d10 
  Toughness (T)                               35+2d10 
  Agility (Ag)                                    20+2d10 
  Intelligence (Int)                            20+2d10 
  Will Power (WP)                            20+2d10 
  Fellowship (Fel)                            10+2d10 
  Attacks (A)                                           2 
  Wounds (W)                                  Roll 1d10,  
                        on a 1–3, 14; 4–6, 16; 7–9, 18; 10, 20 
  Strength Bonus (SB) - Equal to the first digit of                              
  Strength 
  Toughness Bonus (TB) - Equal to the first digit of 
  Toughness 
  Movement (M)                                       8 
  Magic (Mag)                                           0 
  Insanity Points (IP)                               0 
  Fate Points (FP)                                    0 
  
  6 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  When its hooves touch the ground, life withers 
  and sparks of lightning dance about its hooves. 
   
  Great Taurus Statistics 
  Skills: Perception +10% 
   
  Talents: Hoverer, Keen Senses, Natural 
  Weapons, Strike Mighty Blow, Strike to Injure, 
  Terrifying 
   
  Special Rules: 
  Fiery Breath: A Great Taurus can breathe fire 
  as a full action. Use the cone 
  template. Those affected take a 
  Damage 3 hit. 
  Fiery Skin: The hide of a Great Taurus glows 
  red hot and flickers with sparks. So 
  tough is this hide that the Great 
  Taurus gains 3 Armour Points to all 
  locations. 
   
  Armour: None 
   
  Armour Points: Head 3, Arms 3, Body 3, Legs 3 
   
  Weapons: Horns and Teeth 
   
  Slaughter Margin: Hard 
   
  Lammasu 
   
  “I believe that each new corruption, each new 
  mutation brings a mortal closer to its truer form. 
  Take the Great Taurus, clearly a progression of 
  the Bull Centaurs. And above even it are the 
  Lammasu, the very symbols of Hashut’s 
  blessings.” 
  - Mordian Slagfist, Chaos Dwarf Warrior 
   
  Kin to the Great Taurus, the Lammasu shares 
  many of the same characteristics. For one, its 
  body is that of a gigantic bull fitted with 
  membranous Dragon wings. However instead of 
  the massive bull head, it has the face of a Dwarf, 
  twisted with Chaos, replete with a long curled 
  beard, supporting the link between these 
  creatures and Chaos Dwarfs. From its tusk-filled 
  mouth issue clouds of oily smoke. The Chaos 
  Dwarfs believe that it draws in the winds of magic 
  and exhales corrupting dark magic which can 
  mutate and warp anything it touches. Though 
  intelligent beasts, the Lammasu are bound to 
  serve the Chaos Dwarf Sorcerers. 
   
  Lammasu Statistics 
   
  Skills: Channelling +10%, Common Knowledge 
  (Chaos Dwarfs), Perception +10%, Speak Arcane 
  Language (Daemonic), Speak Language 
  (Khazalid) 
   
  Talents: Flier, Keen Senses, Natural Weapons, 
  Strike Mighty Blow, Strike to Injure, Terrifying 
   
  Special Rules: 
  Sorcerous Exhalation: The Lammasu may 
  use the potent fumes of its breath to 
  confound enemy spellcasters and 
  items enhanced by magic. All magic 
  weapons used wielded against the 
  Lammasu or its rider lose all special 
  properties. In addition, all creatures 
  that engage in melee combat with the 
  Lammasu must succeed on a 
  Routine (+10%) Toughness Test or 
  gain 1 mutation. 
  Sorcerous Sheathe: A Lammasu breathes 
  out whirling tendrils of magic that 
  coalesce about it, offering protection 
  from magical attacks. Whenever the 
  Lammasu is the target of a spell, it 
  may make a Channelling Test as a 
  Free Action to negate it as if it had 
  cast Dispel (see WFRP, page 149). 
  Hashut’s Grace: The Lammasu benefit from a 
  thick hide which protects them from 
  injury. They gain 3 Armour Points to 
  all locations. 
   
  Armour: None 
   
  Armour Points: Head 3, Arms 3, Body 3, Legs 3 
   
  Weapons: Horns and Teeth 
   
  Slaughter Margin: Hard 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  62% 0% 
  64% 67% 46%   18%  55%  22% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  4 
  46 
  6 
  6 
  6 (8)   0 
   0 
   0 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  66% 0% 
  67% 74% 36% 28%  65%  28% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  3 
  52 
  6 
  7 
  6 (12)   0 
   0 
  0 
  
  7 
  A Selection of New Chaos-Touched Monsters to Darken Your WFRP Games 
  Soulstealers 
  All Daemons can potentially possess a mortal, 
  replacing his soul with their essence. However, 
  few Daemons do, perhaps because the 
  circumstances aren’t right or more likely because 
  the opportunity just doesn’t present itself. But 
  there are some Daemons who exist only to 
  spread corruption and to do so they seize the 
  bodies of their victims and drive them to commit 
  unspeakable acts of evil. Enter the Soulstealer. 
  A Soulstealer is a smoky and insubstantial being 
  that looks like a shadow cast upon the wall. It 
  moves with a silent grace, blending in with the 
  natural darkness, disappearing if it must. When it 
  finds a suitable victim it slips in through his 
  nostrils and hides in the recesses of his mind, 
  subtly guiding his host onto the path of 
  damnation. Soulstealers target those individuals 
  who are already at the brink of corruption. They 
  use their influence to push them over. Failing 
  that, they might invade a child or some other 
  easily influenced mortal out of spite alone. 
  Soulstealer Statistics 
  Skills: Blather, Charm, Command, Concealment, 
  Intimidate, Perception +10%, Performer (Acting), 
  Speak Arcane Language (Daemonic), Speak 
  Language (Classical, Reikspiel, Tilean, plus 2 
  more), Ventriloquism 
  Talents: Daemonic Aura, Ethereal, Flier, Keen 
  Senses, Linguistics, Mimic, Night Vision, 
  Resistance to Magic, Schemer, Will of Iron 
  Special Rules: 
  Chaos Mutations: Invisibility.  
  Icy Touch: If the Soulstealers desires, he may 
  make an Icy Touch, dealing SB 
  damage that ignores armour to non-
  ethereal creatures. 
  Instability: Daemons are not so solidly linked 
  to the Old World as are mortals, and 
  may sometimes be forced back from 
  whence they came if a battle goes 
  against them. On any round in which 
  a Soulstealer is injured in melee 
  combat but fails to inflict any Wound 
  in return, it must succeed at a Will 
  Power Test or be banished back to 
  the Realm of Chaos. 
  Possession: The Soulstealer possesses any 
  mortal creature it touches, unless that 
  creature succeeds on a Challenging 
  (–10%) Will Power Test. For details 
  on Possession, see Chapter II: The 
  Lost and the Damned. 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Icy Touch 
  Slaughter Margin: Hard 
  Using Soulstealers 
  Some Black Magisters summon Soulstealers for 
  the express purpose of corrupting a troublesome 
  opponent believing that somehow if a Daemon 
  infests the individual the barricade to their goals 
  will be cleared. In most cases, such efforts 
  backfire, either because the Daemon fails to 
  penetrate the mortal’s defences or because the 
  Daemon has plans of his own, betraying his 
  summoner at the first opportunity.  
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41% 0% 
  36% 46% 66% 36%  45%  41% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag IP 
  FP 
  1 
  16 
  3 
  4 (6) 4 (8) 0 
  0 
  0 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Chaos Touched Monsters.pdf