TEXT: An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  DAEMONETTES
  DAEMONETTES
  NEW WORLD BESTIARY INFORMATION ON DAEMONETTES FOR SECOND EDITION WFRP
  By Alexander J Bateman
  Version 1.1
  - 1 -
  The Common View
  ‘As I gazed upon her, time seemed to stop. She was the
  answer to every fantasy I'd ever had. Her allure
  created desires within me that I hadn't known existed,
  and I was prepared then and there to give myself to
  her. I welcomed her embrace, dropping my arms to my
  sides to accept her favour. Then, suddenly, she was
  gone. Thank Sigmar for the regiment of cannon from
  Nuln that were behind me. If a lucky cannonball shot
  hadn't torn that foul Daemonette to shreds, I would
  have let her slit me open like a pig and then thanked 'er
  for it.’
  – Derwood Schaffner, Reikland Spearman
  ‘The daemons of Chaos can be likened to hungry and
  rabid wolves. The Shepherd should not waste his time
  hating the wolf that attacks his flock. He should simply
  kill it.’
  – Volkmar 'the Grim' von Hindenstern,
  Grand Theogonist of Sigmar
  The Scholar’s Eye
  ‘These lewd monsters possess only the appearance of
  femininity, and then only so that they might seduce
  those who look upon them. Some say these
  Daemonettes appear as females only to the eyes of
  those that desire the embrace of a woman. To those
  that do not, the Daemonettes are said to appear as
  handsome and vital males. Others say that there are
  indeed male and female Daemonettes, distinct from
  each other, yet serving the same purpose. But those
  theologians and Daemonologists who believe this say
  also that the females from amongst this infernal
  species outnumber the males ten thousand to one.’ 
  – From the Liber Chaotica, by Richter Kless 
  Our Own Words
  ‘In the name of She Who Thirsts, Slaanesh, your soul
  shall be mine!’ 
  – Sssil’ky-Synnn, Handmaiden of Slaanesh
  INTRODUCTION
  This core of this document contains six common
  types of Daemonette, each of which is the common
  Daemonette from the Tomb of Corruption Book
  advances through various careers, including the
  ‘Alluress’, ‘Fell Maiden of Slaanesh’, ‘Lady of the
  Void’ and ‘Ruination of Imperfect Beauty’ careers
  that are unique to Daemonettes and therefore have
  not been properly detailed. Also included in the
  Document are some sample NPC Daemonettes, and
  all the rules you need to use them. Additionally, while
  the profiles here cover a range of possible
  Daemonettes, many more types exist. To this end, a
  number of ‘Daemonic Rewards’ are presented in this
  document, to cover some of the more common
  examples of Daemonette that have existed in the
  various incarnations of the Warhammer World. By
  adding these rewards to any of the Daemonette
  profiles included in this document, or indeed any
  standard Daemon profile, a number of unique
  Daemonettes are possible.
  DAEMONETTES
  Young of Slaanesh, Bringers of Joyous Degradation,
  Decadent Seekers, Harbingers of Deadly Fragrance
  The Q’tlahs’itsu’akasho, most often known to mortals as
  the Daemonettes, are the most common of Slaanesh’s
  Daemonic servants. As with any servant of the followers
  of Chaos, such Aethyric creatures are highly variable, and
  there are many categorized sub-varieties of these Lesser
  Daemons, that are sent to plague the world of mortals.
  Daemonettes act as Slaanesh’s shock troops,
  huntswomen, seductresses, paramours and myriad other
  roles. They are among the most versatile of the Lesser
  Daemons, solely created to fulfil any physical desire, no-
  matter what it might be. 
  
  - 2 -
  An unofficial Bestiery Supplement for Warhammer Fantasy Roleplay 2
  ‘Hope, love, hate. All are but desire by other names.
  Thus it is that desire is always foremost among he
  concerns of mortals, and through their desires we shall
  lead them to our benighted paradise.’ 
  – The Proclamations of Elsand’daa’arai
  Those Daemonettes that attend the Court of the Satin
  Throne are often more privileged than their lesser sisters,
  skilled in arts of magic and subversion. Slaanesh allows
  these favoured courtesans authority over others of their
  kind, leading covens of Daemonettes in matter of both
  war and pleasure.
  Skills: Academic Knowledge (Daemonology+10%, any
  Two), Channelling+10%, Charm+20%, Dodge
  Blow, Evaluate+10%, Gossip+20%, Intimidate
  +10%, Magical Sense+10%, Perception, Performer
  (Dancer, any Two), Read/Write, Speak Arcane
  Language (Daemonic+10%, any Two), Speak
  Language (Dark Tongue, any Three), Torture
  Talents: Aethyric Attunement, Ambidextrous, Armoured
  Caster, Dark Lore (Slaanesh), Dark Magic,
  Etiquette, Lesser Magic (any Two), Lightning Parry,
  Lightning Reflexes, Night Vision, Petty Magic
  (Chaos), Savvy, Schemer, Specialist Weapon
  Group (Entangling), Streetwise, Suave
  Traits: Frightening, Keen Senses, Natural Weapons
  (Pincer Hand)
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  There is a 50% chance of an additional mutation.
  Randomly generate these mutations on the tables
  in the Core Book, Old World Bestiary or the
  Slaanesh Table in Tome of Corruption.
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Mask of Seduction: When a Daemonette so chooses,
  she masks her daemonic appearance. While
  clothed by seductive, shifting forms, her
  Frightening and Aura of Slaanesh Traits do not
  apply and she cannot be detected with Witch Sight.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Magic: 2; Dark Lore (Slaanesh), Petty Magic (Chaos)
  Armour (Light): Leather Corset
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Pincer Hand (1d10+4), Whip (1d10+0,
  Snare, Special)
  Slaughter Margin: Very Hard
  ALLURESS
  DAEMONETTE ALLURESS
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  54%
  10% 45% 42% 77% 66% 40% 100%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  17
  4
  4 (6)
  5
  2
  0
  0
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  ‘Disturbingly beautiful, with eyes that promise a
  lifetime of forbidden pleasures, the Daemonettes of
  Slaanesh possess the ability to distract a man in
  battle. Such power is at least as deadly as is the
  Daemon's formidable skill with a blade.’ 
  – From the secret jottings of Ludovicus
  Hanike, Wizard of the Empire (Deceased)
  
  - 3 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  HERALD OF SLAANESH
  DAEMONETTE EXALTED DAEMON
  ‘Pools of blood glisten so brightly. Death cries echo so
  harmoniously. We drink deeply of fear and pain. Only
  thus we can sooth our fiery hearts.’ 
  – Illaitanen, Handmaiden of Slaanesh
  The greatest of the Daemonettes, Slaanesh’s Heralds act
  as messengers and spies for their master, journeying into
  the mortal world to bring whispers of court intrigue to the
  Dark Prince’s ears. Such gossip can lead to opportunities
  to corrupt mortal rulers and advance Slaanesh’s
  decedent agenda. Heralds also carry their master’s word
  to those specific Cult Magi and Exalted Champions who
  Slaanesh has singled out for divine attention. Such
  attention is not always beneficial for the recipient, as the
  Slaanesh is often effusive in temper.
  Skills: Academic Knowledge (Daemonology), Charm
  +20%, Command, Dodge Blow+10%, Gossip
  +20%, Intimidate, Perception+10%, Performer
  (Dancer), Speak Arcane Language (Daemonic
  +10%), Speak Language (any Four), Speak
  Language (Dark Tongue, any Two), Torture+10%
  Talents: Ambidextrous, Aethyric Attunement, Dark Lore
  (Slaanesh), Dark Magic, Fast Hands, Lesser Magic
  (any Two), Lightning Parry, Menacing, Night Vision,
  Petty Magic (Chaos)
  Traits: Keen Senses, Natural Weapons (Pincer Hand),
  Terrifying
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  There is a 50% chance of an additional mutation.
  Randomly generate these mutations on the tables
  in the Core Book, Old World Bestiary or the
  Slaanesh Table in Tome of Corruption.
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Mask of Seduction: When a Daemonette so chooses,
  she masks her daemonic appearance. While
  clothed by seductive, shifting forms, her
  Frightening and Aura of Slaanesh Traits do not
  apply and she cannot be detected with Witch Sight.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Magic: 4; Dark Lore (Slaanesh), Petty Magic (Chaos)
  Armour (None): Obscene Attire
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Pincer Hand (1d10+8, Precise)
  Slaughter Margin: Very Hard
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  94%
  0%
  80% 77% 82% 61% 70% 75%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  6
  27
  8
  7 (9)
  5
  4
  0
  0
  ONE CLAW OR TWO?
  Daemonettes can freely transform one of their claws
  into a normal hand for the purposes of manipulating
  fine objects, although they also have such precise
  control of their claws that they can use them to wield
  weapons and other tools freely. Additionally,
  Daemonette claws are so large and durable, that the
  Gm may wish to count them as Hand Weapons for
  the purposes of Two-Weapon Fighting.
  
  - 4 -
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Siren Song: The Daemonette moans constantly,
  enrapturing all. All who hear her siren song directly
  must succeed in a Challenging (-10%) Will Power
  test or become stunned for one round. In each
  Round spent stunned while hearing the song, a
  further Challenging (-10%) Will Power test must be
  made: failure leads to rapture and the gain of an
  Insanity Point. Anyone who takes appropriate
  precautions (such as stuffing wax in ones ears)
  gains a +10% or higher bonus to both Will Power
  tests. Once a victim has been stunned for three
  consecutive rounds, they fall under the
  Daemonette’s control and are enslaved to her will
  until the song can no longer be heard.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Armour (None): Skimpy costume
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Pincer Hand (1d10+4, Precise)
  Slaughter Margin: Very Hard
  ‘The bliss of the knife’s edge, the crimson flash of
  triumph, the relief of life, the hallowed scream of
  victor: all are the pain-that-is-pleasing. All Speak of
  Loyalty to Slaanesh, the Lord and darkling master of
  our Company.’
  – Sythline Heartflayer, Daemonette of
  Whipleper’s Cohort of
  the Joyously Degraded
  These six-armed soul-sirens cloak their malevolence with
  a song that can drive men into a jealous madness, killing
  one another with nails and teeth as they compete to allow
  the Daemonette to tear forth the living breath from their
  mortal bodies with a kiss. At the head of this entourage of
  the insane, the Daemonette gleefully sweeps through the
  streets, set upon the task of multiplying the pleasures of
  her puppets in an orgy of destruction and death.
  Skills: Charm+20%, Dodge Blow, Gossip+20%,
  Perception+10%, Performer (Dancer, Singer),
  Speak Arcane Language (Daemonic), Speak
  Language (Dark Tongue, any Two), Torture
  Talents: Ambidextrous, Night Vision
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Extra Limb (4
  extra arms), Pincer Hand. There is a 50% chance
  of an additional mutation. Randomly generate
  these mutations on the tables in the Core Book,
  Old World Bestiary or the Slaanesh Table in Tome
  of Corruption.
  LADY OF THE VOIDS
  DAEMONETTE LADY OF THE VOIDS
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  44%
  25% 40% 40% 52% 35% 40% 55%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  20
  4
  4 (6)
  5
  0
  0
  0
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  ‘Their perversity and joy in combat is unmatched
  by any mortal. The bizarre, twisted Human
  appearance of Daemonettes strikes terror into the
  hearts of many enemies.’ 
  – Excerpt from the Book of Secrets
  
  - 5 -
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Armour (Light): Leather Basque
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Pincer Hand (1d10+4, Precise), Crossbow
  (1d10+4) with 10 bolts, Net (Snare), Whip (1d10+0,
  Snare, Special)
  Trappings: Steed of Slaanesh with saddle and harness
  Slaughter Margin: Hard
  ‘This way sisters! There’s the prey! I love it when they
  run.’
  – Sheee’la’sar, Mistress of the Hunt
  Daemonette outriders ride deadly Steeds of Slaanesh,
  darting across the endless battlefields of the Realms of
  Chaos with the predatory swiftness of a striking cobra.
  They act as the huntswomen of Slaanesh’s great
  excursions through the Aethyr, riding down those he
  deems as his quarry. Such hunts continue for months or
  even years at a time, with the Pleasureseekers goading
  the quarry to the very edges of mental and physical
  endurance.
  Skills: Charm+20%, Dodge Blow, Follow Trail, Gossip
  +20%, Navigation, Perception+10%, Performer
  (Dancer), Ride, Search, Silent Move, Speak
  Arcane Language (Daemonic), Speak Language
  (Dark Tongue, any Two), Torture
  Talents: Ambidextrous, Lightning Fast Rider (optional:
  see Career Companion p158), Night Vision,
  Orientation, Specialist Weapon Group (Entangling),
  Very Strong
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  There is a 50% chance of an additional mutation.
  Randomly generate these mutations on the tables
  in the Core Book, Old World Bestiary or the
  Slaanesh Table in Tome of Corruption.
  PLEASURESEEKER OF SLAANESH
  DAEMONETTE OUTRIDER
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  49%
  25% 45% 37% 62% 41% 45% 55%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  14
  4
  3 (5)
  5
  0
  0
  0
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  INCENSE OF SLAANESH
  Academic Knowledge: Alchemy
  Powers: When burnt, a stick of this incense fills the
  room it is in with magical smoke that lasts for an
  Hour, after which it disperses. All creatures
  entering the area must make a Toughness test
  versus poison, or be reduced to a state of
  euphoria that prevents them taking any but the
  most basic of actions until they leave the cloud.
  Additionally, characters so affected must make a
  Will Power test or gain an Insanity Point.
  History: Followers of Slaanesh make these pastel-
  purple sticks of incense from rare herbs and the
  blood of Daemons. When burnt they release
  clouds of cloying scented smoke, with mind-
  altering effects that twist the loyalty of those who
  breathe them over to the side of Slaanesh.
  
  - 6 -
  PROTECTOR OF THE DECADENT
  DAEMONETTE TEMPLE GUARDIAN
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Armour (Light): Leather Basque
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Pincer Hand (1d10+5, Precise)
  Slaughter Margin: Hard
  ‘In what can pleasure be found? Why, anything! Let
  your imagination run unbound by petty convention.
  Revel in the acts brought by your knowledge of
  Slaanesh. Even in the sternest discipline of arms there
  is satisfaction. So are the Lord of Pleasure’s armies
  brought to the field, willing and ready for the fray.’
  – Excerpt from the Hidden Tomb of Slaanesh
  The great ceremonies and indulgences that Slaanesh’s
  followers in the mortal realm enjoy are threatened often
  by dour witch-hunters and deluded souls who hold
  allegiance to other blasphemous powers. Sometimes in
  its great wisdom, the Lord of Pleasure answer his
  worshippers prayers for protection by sending a
  Daemonette trained in defending his sites of worship,
  often bound to the Fated Place in the form of an Icon.
  Skills: Charm+20%, Common Knowledge (any One),
  Dodge Blow+10%, Gossip+20%, Intimidate,
  Perception+10%, Performer (Dancer), Search,
  Speak Arcane Language (Daemonic), Speak
  Language (Dark Tongue, any Two), Torture
  Talents: Ambidextrous, Cool Headed, Night Vision,
  Strike Mighty Blow, Strike to Stun
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  There is a 50% chance of an additional mutation.
  Randomly generate these mutations on the tables
  in the Core Book, Old World Bestiary or the
  Slaanesh Table in Tome of Corruption.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  54%
  5%
  45% 42% 57% 31% 50% 55%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  14
  4
  4 (6)
  5
  0
  0
  0
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  CHAOS ICONS
  Academic Knowledge: Daemonology
  Powers: Each Chaos Icon has a specific Daemon
  bound within it, which can only be released
  through a specific ritual activity connected to it.
  Typical rituals often involve elements such as
  the sacrifice of innocents, self harm and hours of
  ceremony.
  History: Among the most prestigious rewards that
  can be granted to a follower, and conversely the
  most severe punishment granted to a Daemon,
  these Icons are often found among the forces of
  Chaos, particularly among followers of Khorne -
  who lack any sorcerers to perform Daemonic
  Summonsing. Chaos Icons are focus points for
  their god’s favour, and can be any size, shape
  and made form any material. Some are
  incorporated into weapons or armour, or even
  manifest as tattoos while others exist as altars,
  standards or even columns of living flames.
  
  - 7 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  There is a 50% chance of an additional mutation.
  Randomly generate these mutations on the tables
  in the Core Book, Old World Bestiary or the
  Slaanesh Table in Tome of Corruption.
  Daemonic Aura: Daemonettes are made from the very
  stuff of magic, which protects them when they are
  in the mortal world. Any time a non-magical
  weapon hits a Daemonette; their Toughness Bonus
  is treated as if it was increased by +2. Additionally,
  the Daemonette’s own attacks are considered to
  be magical. Lastly, Daemonettes are completely
  immune to the effects of poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in
  return, it must succeed a Will Power test or be
  banished back to the Realm of Chaos from which it
  came.
  Mask of Seduction: When a Daemonette so chooses,
  she masks her daemonic appearance. While
  clothed by seductive, shifting forms, her
  Frightening and Aura of Slaanesh Traits do not
  apply and she cannot be detected with Witch Sight.
  Scourge of Sensation: As a Full Action, the
  Daemonette unleashes a directed flood of the most
  terrible visions, torments and ecstasies. Use the
  Cone Template. Victims standing in this area of the
  Daemon’s attention must succeed in a Hard (-20%)
  Will Power Test or become stunned for one round.
  With each failed test, a victim gains 1 Insanity
  Point.
  Will of Iron: Daemonettes are immune to Fear and
  Terror, as well as the effects of the Intimidate skill
  and the Unsettling Talent.
  Combat:
  Armour (None): Skimpy costume
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Pincer Hand (1d10+5, Precise)
  Slaughter Margin: Very Hard
  ‘Do as thou wilt shall be the whole of the law’
  – Bloodlips the Excoriator, Daemonette
  These strange and obsessive Daemonettes are the
  arbitrators of Slaanesh’s taste, seeking those artists who
  fail to match the Dark Princes standards and apply the
  required castigations. Be it extravagant art, ornate
  conspiracy or craft of war – all a cultists works are
  expected to attain exemplary degrees in decadence and
  exacting sin.
  Unlike many Daemonettes, a Ruination of Imperfect
  Beauty often masters the arts of patience, hiding behind a
  delightful, lustful appearance as it builds a coven of six
  decadent mortal followers; steering their dreams and
  hops to the constriction of perfection. Perfection is a
  harsh taskmaster, and the Daemonette is obsessive in its
  manipulation and arrangement of the lives of mortals
  around it, achieving its aims with manipulative subterfuge
  and the Chaos taint spread by its follower’s deeds.
  Skills: Academic Knowledge (Philosophy), Blather
  +20%, Charm+20%, Dodge Blow, Evaluate+20%,
  Gossip+20%, Haggle+20%, Intimidate+20%,
  Perception+10%, Performer (Dancer), Search,
  Speak Arcane Language (Daemonic), Speak
  Language (Dark Tongue, any Two), Torture
  Talents: Ambidextrous, Night Vision
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slannesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  RUINATION OF IMPERFECT BEAUTY
  DAEMONETTE RUINATION OF IMPERFECT BEAUTY
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  44%
  25% 50% 50% 52% 50% 50% 55%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  25
  5
  5 (7)
  5
  0
  0
  0
  
  - 8 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  DAEMONIC REWARDS
  Slaanesh occasionally grants one of his Daemons with a
  further mark of dark favour, although such blessings are
  typically reserved for the ranks of Heralds, Keepers of
  Secrets and Daemon Princes. Daemons with more than
  one such reward are incredibly rare and are certainly
  subject of intense scrutiny from the Prince of Pleasure
  and Pain.
  Allure of Slaanesh: The Daemon is so peculiarly
  captivating in appearance that few foes can muster
  the determination to strike it. All foes attempting to
  strike the daemon must first make a Will Power
  Test or be Stunned for the Round. Resolve this
  power after resolving the effects of Fear and Terror.
  (This reward is only appropriate for Daemons of
  Slaanesh)
  Chaos Disruption: The air around this Daemon
  seethes with chaotic energy, obscuring it from view.
  This gift imposes a -10% penalty to the Ballistic
  Skill Test required to hit the Daemon. This effect
  does not stack with the penalty provided by a
  readied Shield.
  Daemonic Gaze: Rays of pure unholy energy burst
  from the daemon’s eyes, incinerating its enemies
  with dark fire. This requires a Half Action and is a
  Magic Missile with a range of 24 yards (12
  squares). The Enrapturing Gaze is Damage 5 with
  the Impact Trait and ignores all Armour Points.
  Daemonic Robes: Shimmering robes bedeck this
  Daemon, woven from the pure Winds of Chaos.
  These reflect not only the eight colours of the
  rainbow, but also the pent up fury of the Daemon’s
  foes. Attacks against the Daemon gain no benefit
  from Ulric’s Fury.
  Diabolic Splendour: The Daemon has a particularly
  strong grip upon the mortal realm, rendering it
  immune to its normal vulnerabilities. The
  Toughness Bonus increase from its ‘Daemonic
  Aura’ special rule is not negated by magical
  attacks.
  Enrapturing Gaze: Those who look into the eyes of
  this Daemon have their attention held by a
  perverse enchantment. This requires a Half Action
  and may be used on any victim within 6 yards (3
  squares). The target may resist the Enrapturing
  Gaze with a successful Will Power test. Failure
  means the target is enraptured and any may take
  no actions whatsoever and is considered helpless
  for one round. The Daemon may maintain this
  ability as a Free Action, but the target is
  automatically freed at any time the Daemon moves
  out of view or otherwise becomes obscured.
  Etherblade: The Daemon has a weapon that constantly
  flickers in and out of reality, allowing it to bypass
  their foes armour and cut straight to the sweet flesh
  within. The Etherblade counts as a magical Hand
  Weapon that Ignores all Armour Points.
  Many Armed Monstrosity: The Daemon possesses
  a surfeit of grasping appendages, all the better to
  claw and rend its foes. The Daemon gains +2
  Attacks.
  Master of Mortals: This Daemon is blessed with the
  ability to bend mortals to its will. It gains a +20%
  bonus to all Charm, Gossip, Haggle, Intimidate and
  Torture tests made to influence mortals.
  Quickening Blood: The Daemon strikes with fluid
  quickness, astounding mortals with its astonishing
  speed. When determining Imitative Order, this
  Daemon gains a Bonus of +30 to its Agility.
  Radiance of Dark Glory: The raw Chaos energy that
  emanates from the Daemon strengthens its
  presence in the material realm. All Daemons within
  6 yards (3 squares) of this Daemon, including itself,
  gain a +3 Bonus to Toughness from their
  ‘Daemonic Aura’ special rule rather than +2.
  Soporific Musk: The Daemon’s cloying aroma saps
  the will and erodes the senses and survival
  instincts of those around it. All living creatures
  within 6 yards (3 squares) must succeed on an
  average Toughness Test or half their Weapon Skill
  and Agility Characteristics for 24 hours. (This
  reward is only appropriate for Daemons of
  Slaanesh. Keepers of Secrets may not receive this
  gift as they already possess it).
  Torment Blade: The Daemon has a weapon coated
  with paralysing venom, which can render living
  creatures aware but immobile. The Torment Blade
  counts as a magical Hand Weapon; additionally
  any living creature stuck by it must make an
  average Toughness test versus poison or be
  rendered Helpless for 1d10/2 hours.
  Unliving Idol: This Daemon is a very avatar of its
  patron god, and all allied worshippers respond to
  the fact that their blessed master is among them.
  All worshipers of this Daemon’s patron Chaos
  Power gain all the benefits of the ‘Will of Iron’ Trait
  while they are in this Daemon’s presence.
  
  - 9 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  EXAMPLE DAEMONETTE NPCS
  ‘Slaanesh’s servants were clad only in the finest silks
  and unblemished leathers of softest skin. Their
  shrieks of release at the kiss of the sword’s edge were
  hideous and foul. Their painted lips matched the wet-
  lipped, crimson grins the blade brought in its passing.
  When battling against such perversity, even the
  savagery of Daemons counts for little.’
  AVOCAVEX FLAYHEART
  Daemonette Alluress (ex-Lady of the Voids)
  Slaanesh constructed Avocavex from the dreams of
  mortals and set her upon the Fated Place to corrupt
  mortals into the Six Deadly Seductions of Slaanesh:
  Avidity, Gluttony, Carnality, Paramountcy, Vainglory and
  Indolency. Avocavex typically works through Slaaneshi
  Cults, inspiring them to perform her work for her.
  However, she is not adverse to physically manifesting,
  typically bursting through a Cultist that has come to her
  attention, draping their torn flesh and entrails over herself
  like a cloak of rags.
  Quirks: Deliverer of Temptation, Seductive Siren
  Skills: Academic Knowledge (the Arts, Daemonology
  +10%, Philosophy), Channelling+10%, Charm
  +20%, Dodge Blow, Evaluate+10%, Gossip+20%,
  Intimidate+10%, Magical Sense+10%, Perception
  +10%, Performer (Dancer+10%, Singer+10%),
  Read/Write, Speak Arcane Language (Daemonic
  +10%, Druidic, Magic), Speak Language
  (Classical, Dark Tongue, Reikspiel, Tilean), Torture
  Talents: Aethyric Attunement, Ambidextrous, Armoured
  Caster, Dark Lore (Slaanesh), Dark Magic,
  Etiquette, Lesser Magic (Aethyric Armour, Side-
  Step), Lightning Parry, Lightning Reflexes, Night
  Vision, Petty Magic (Chaos), Savvy, Schemer,
  Specialist Weapon Group (Entangling), Streetwise,
  Suave
  Traits: Frightening, Keen Senses, Natural Weapons
  (Pincer Hand)
  Special Rules:
  Aura of Slannesh: Avocavex is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Horns, Pincer
  Hand.
  Daemonic Aura: Avocavex is made from the very stuff
  of magic, which protects her when she is in the
  mortal world. Any time a non-magical weapon hits
  Avocavex; her Toughness Bonus is treated as if it
  was increased by +2. Additionally, Avocavex’s own
  attacks are considered to be magical. Lastly,
  Avocavex is completely immune to the effects of
  poison and suffocation.
  Instability: On any round, if Avocavex is injured in
  melee combat, but fails to inflict any wounds in
  return, she must succeed a Will Power test or be
  banished back to the Realm of Chaos from which
  she came.
  Mask of Seduction: When Avocavex so chooses, she
  masks her daemonic appearance. While clothed by
  seductive, shifting forms, her Frightening and Aura
  of Slaanesh Traits do not apply and she cannot be
  detected with Witch Sight.
  Sadist-Masochist: Avocavex only receives titillation
  when inflicting and receiving injuries. Whenever
  she deals at least 1 Wound or receives at least 1
  Wound, she gains a +10% bonus to Strength,
  Toughness, and Will Power tests for 1d10 rounds.
  This bonus is not cumulative.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  54%
  25% 45% 42% 77% 66% 40% 100%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  20
  4
  4 (6)
  5
  2
  0
  0
  QUIRKS
  Some NPCs detailed in this document have an
  additional list of qualities called Quirks. Quirks
  essentially act as additional Fortune Points, but are
  restricted in their use by the descriptor. Therefore, an
  NPC with the Quirk ‘Locus of Slaanesh’ could use
  that fortune point only to an effect to do with
  corrupting an innocent or slaying a foe in a
  particularly graceful or decadent manner.
  For more information, including how to allow the PCs
  to have quirks and a wide selection of examples, see
  the unofficial ‘Character Quirks’ document.
  These rules are entirely optional. Groups not wishing
  to use them should simply regard the listed Quirks as
  a guide to the character’s reputation and personality.
  
  - 10 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  Siren Song: Avocavex moans constantly, enrapturing
  all. All who hear her siren song directly must
  succeed in a Challenging (-10%) Will Power test or
  become stunned for one round. In each Round
  spent stunned while hearing the song, a further
  Challenging (-10%) Will Power test must be made:
  failure leads to rapture and the gain of an Insanity
  Point. Anyone who takes appropriate precautions
  (such as stuffing wax in ones ears) gains a +10%
  or higher bonus to both Will Power tests. Once a
  victim has been stunned for three consecutive
  rounds, they fall under Avocavex’s control and are
  enslaved to her will until the song can no longer be
  heard.
  Will of Iron: Avocavex is immune to Fear and Terror, as
  well as the effects of the Intimidate skill and the
  Unsettling Talent.
  Combat:
  Magic: 2; Aethyric Armour, Dark Lore (Slaanesh), Petty
  Magic (Chaos), Side-Step
  Armour (Light): Best Craftsmanship Studded Leather
  Basque and Leggings
  Armour Points: Head 0, Arms 3, Body 3, Legs 3
  Weapons: Pincer Hand (1d10+4), Horns (1d10+3),
  Whip (1d10+0, Snare, Special)
  LITHEA THE VEXING
  Daemonette Courtier (Ex Dilettante)
  This Daemonette has a particular fondness for corrupting
  mortals, and dwelt in the Court of Praag disguised as a
  noble woman for many years, before being caught at her
  deception by Tzarina Jekaterina Borisovna III, who
  trapped the Daemonette’s flesh in chains of ice at the
  hidden rocky cavern of Frostshard Prison. Rumours still
  circulate that Lithea remains able to escape her frigid cell,
  perhaps called by ardent cultists whose heat can provide
  her with temporary escape. 
  Quirks: Heart of Ice
  Skills: Academic Knowledge (Genealogy/Heraldry, the
  Arts), Blather+10%, Charm+20%, Common
  Knowledge (Bretonnia, Kislev, the Empire), Dodge
  Blow, Evaluate, Gossip+20%, Navigation,
  Perception+20%, Performer (Dancer, Singer),
  Read/Write+10%, Secret Language (Thieves’
  Tongue), Speak Arcane Language (Daemonic),
  Speak Language (Breton, Classical, Dark Tongue,
  Kislevarin, Reikspiel), Torture, Trade (Artist)
  Talents: Ambidextrous, Etiquette, Public Speaking,
  Night Vision, Suave, Schemer
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slaanesh: Lithea is so seductive and
  bewildering that living opponents within 4 yards (2
  squares) take a -10% penalty to their Weapon Skill
  and Will Power Characteristics.
  Chaos Mutations: Animalistic Legs, Pincer Hand.
  Daemonic Aura: Lithea is made from the very stuff of
  magic, which protects her when she is in the mortal
  world. Any time a non-magical weapon hits
  Avocavex; her Toughness Bonus is treated as if it
  was increased by +2. Additionally, Avocavex’s own
  attacks are considered to be magical. Lastly,
  Avocavex is completely immune to the effects of
  poison and suffocation.
  Enrapturing Gaze: Those who look into the eyes of
  Lithea have their attention held by a perverse
  enchantment. This requires a Half Action and may
  be used on any victim within 6 yards (3 squares).
  The target may resist the Enrapturing Gaze with a
  successful Will Power test. Failure means the
  target is enraptured and any may take no actions
  whatsoever and is considered helpless for one
  round. Lithea may maintain this ability as a Free
  Action, but the target is automatically freed at any
  time Lithea moves out of view or otherwise
  becomes obscured.
  Instability: On any round, if Lithea is injured in melee
  combat, but fails to inflict any wounds in return, she
  must succeed a Will Power test or be banished
  back to the Realm of Chaos from which she came.
  Mask of Seduction: When Lithea so chooses, she
  masks her daemonic appearance. While clothed by
  seductive, shifting forms, her Frightening and Aura
  of Slaanesh Traits do not apply and she cannot be
  detected with Witch Sight.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  49%
  5%
  50% 42% 62% 51% 60% 80%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  5
  4 (6)
  5
  0
  0
  0
  
  - 11 -
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  Muse: Once per day, Lithea may grant a +10% bonus to
  any Skill or Characteristic test made by an ally
  within 4 yards (2 squares).
  Will of Iron: Lithea is immune to Fear and Terror, as
  well as the effects of the Intimidate skill and the
  Unsettling Talent.
  Combat:
  Armour (None): Best Craftsmanship Nobles Garb
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Pincer Hand (1d10+5, Precise)
  Trappings: Multiple sets of Nobles Garb, 100 gc,
  assorted raunchy books, Trade Tools (Artist),
  Writing Kit
  THE MASQUE OF SLAANESH
  Daemonette Fell Maiden of Slaanesh
  The Masque of Slaanesh was the favoured dancer to the
  Dark Prince, before she committed some slight and was
  cast out of his court and cursed to dance through the
  mortal and immortal worlds for eternity. She manifests
  during acts of great sensory excess, an often-uninvited
  guest at feasts, operas and celebrations of all kinds. One
  she departs from such events, she leaves little in her
  wake but agonised and broken victims, whose mortal
  bodies could not endure the price of perfection.
  Quirks: Exquisite Dancer, Unnatural Reflexes
  Skills: Academic Knowledge (The Arts, Daemonology),
  Charm+20%, Dodge Blow+20%, Gossip+20%,
  Intimidate, Perception, Performer (Dancer+30%),
  Speak Arcane Language (Daemonic), Speak
  Language (Dark Tongue, any Two), Torture
  Talents: Ambidextrous, Contortionist, Disarm, Fleet
  Footed, Lightning Reflexes, Lightning Parry, Night
  Vision, Strike to Injure, Swashbuckler
  Traits: Frightening, Natural Weapons (Pincer Hand)
  Special Rules:
  Aura of Slannesh: The Masque of Slaanesh is so
  seductive and bewildering that living opponents
  within 4 yards (2 squares) of her take a -10%
  penalty to their Weapon Skill and Will Power
  Characteristics.
  Chaos Mutations: Animalistic Legs, Extra Limb (extra
  arm), Fast (x4), Horns, Pincer Hand
  Daemonic Aura: The Masque of Slaanesh is made
  from the very stuff of magic, which protects her
  when she is in the mortal world. Any time a non-
  magical weapon hits The Masque of Slaanesh;
  their Toughness Bonus is treated as if it was
  increased by +2. Additionally, The Masque of
  Slaanesh’s own attacks are considered to be
  magical. Lastly, The Masque of Slaanesh is
  completely immune to the effects of poison and
  suffocation.
  Eternal Dance: the Masque of Slaanesh can perform
  the Special Combat Actions: ‘The Dance of
  Dreaming’ or the ‘Chanson of Caging’ each round.
  See the ‘New Advanced Actions – Eternal
  Dances’ Sidebar.
  Instability: On any round, if The Masque of Slaanesh
  is injured in melee combat, but fails to inflict any
  wounds in return, she must succeed a Will Power
  test or be banished back to the Realm of Chaos
  from which she came.
  Quickening Blood: The Daemon strikes with fluid
  quickness, astounding mortals with its astonishing
  speed. When determining Imitative Order, this
  Daemon gains a Bonus of +30 to its Agility.
  Will of Iron: The Masque of Slaanesh is immune to
  Fear and Terror, as well as the effects of the
  Intimidate skill and the Unsettling Talent.
  Combat:
  Armour (Light): Leater Corest and revealing Dress
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Pincer Hand (1d10+4, Precise), Horns
  (1d10+3)
  Trappings: Carnival Mask bedecked with Ribbons
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  77%
  0%
  40% 37% 72% 31% 40% 55%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  5
  22
  4
  3 (5)
  10
  0
  0
  0
  
  - 12 -
  This document is completely unofficial and in no way endorsed by Games Workshop Limited  or
  Fantasy Flight Games.
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the
  Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop
  logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets,
  Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device,
  Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo,
  White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
  locations, units, artifacts, illustrations and images from the Warhammer world are either ®, ™ and/or © Copyright
  Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used
  without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
  - BIBLIOGRAPHY -
  ‘Warhammer: Daemons of Chaos’ By Mat Ward (2007)
  ‘Liber Chaotica’ by Marijan von Staufer and Richard Williams (2006)
  ‘Warhammer: Storm of Chaos’ by Gavin Thorpe (2004)
  ‘Warhammer: Hoards of Chaos’ by Alessio Cavatore, Gavin Thorpe, Rick Priestly and Anthony Reynolds (2002)
  ‘Realms of Chaos: Slaves to Darkness’ by Bryan Ansell, Mike Brunton and Simon Forest (1988)
  With additional thanks to the ideas of Andy Jones, Tuomas Pirinen and Sami Uusitalo
  – CREDITS –
  Writing and Layout: Alexander J Bateman
  An unofficial Bestiary Supplement for Warhammer Fantasy Roleplay 2
  New Advanced Actions
  ETERNAL DANCES
  The following are the two most common Eternal
  Dances, although others may exist in the limitless
  possibilities of Chaos. These Advanced Actions may
  never be performed while wearing any Armour that
  applies a penalty to Agility or Movement.
  Dance of Dreaming (Half Action)
  Your soporific gestures bring upon a state of slumber
  in all who view them, sending them into the torpor of
  their imagined desires. When you perform this dance,
  all creatures within 12 yards (6 squares) must make a
  Will Power test or suffer a -30% Penalty to all
  Intelligence and Will Power based tests for 1 Round.
  Chanson of Caging (Half Action)
  Through repetitive gestures and chanting, you
  temporarily destroy your audience’s understanding of
  movement. When you perform this dance, all
  creatures within 12 yards (6 squares) must make a
  Will Power test or suffer a -30% Penalty to all Agility
  based tests and a -3 Penalty to their Move
  Characteristic (their Move cannot be reduced to
  under 1 by this dance) for 1 Round.
  DARKSOULS OF SLAANESH
  Scholars state that all Darksouls are screaming
  Norscan barbarians, blinded by rage and unable to
  contain the torrent of blasphemy that forever
  emanates from their mouths. Some Witch Hunters
  fear however, that this is a myth told by said scholars
  in order to obfuscate a far more dangerous enemy
  within. The Witch Hunter Adolphus Carew writes that
  the more seductive children of the Ruinous Powers
  possess not Northern savages but rather cheap
  harlots and ladies at court, before discarding them
  like an unfashionable frock. The horror of the process
  of possession creates not an unthinking warrior, but
  rather a deviant with no knowledge of decency or the
  morality of Sigmar or any other lawful deity.Such
  women, and women they most often be, can retain
  some manner of cunning and vial for their activities,
  and Carew advices that the best cure for their evil, is
  to tie them to a stake and burn them upon it.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/By Jadrax/New World Bestiary - Daemonettes 1-1.pdf