• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Shattered Imperium
  2. Lore

Possession and Daemonhosts

An Intruder Within

Possession occurs when a Warp entity establishes itself within a mortal body, mind, or soul.

The intruding being may seize complete control, influence thoughts, share the host’s senses, alter the body, or remain hidden while waiting for a better opportunity.

Possession is not the same as ordinary corruption.

A corrupted individual may still act entirely through their own choices, even when those choices have been shaped by Chaos.

A possessed individual contains another will.

That will may whisper, bargain, threaten, deceive, or fight directly for control.

Paths to Possession

A daemon may gain access through many paths.

Common causes include:

  • Failed psychic casting

  • Deliberate summoning

  • A daemonic bargain

  • Contact with a corrupted relic

  • Exposure to a Warp breach

  • Collapse of a Gellar field

  • Severe psychic trauma

  • Ritual sacrifice

  • Use of a true name

  • Voluntary invitation

  • Incomplete exorcism

  • Repeated use of forbidden power

The daemon normally requires some weakness or opening.

That weakness may be physical, emotional, psychic, ritual, or environmental.

A desperate person may invite a presence offering survival. A sorcerer may believe a binding circle is secure. A psyker may accidentally attract an entity while overchanneling.

The host does not always understand what has happened.

Early Signs

Possession often begins subtly.

Early signs may include:

  • Missing time

  • Repeated nightmares

  • Unfamiliar memories

  • Sudden knowledge of forbidden subjects

  • Changes in speech

  • Unexplained hostility

  • Compulsive behavior

  • Aversion to wards or nulls

  • Reflections moving incorrectly

  • Voices heard only by the host

  • Unusual strength or resilience

  • A second presence detected by psykers

These signs can also result from trauma, psychic injury, disease, or manipulation.

Characters should investigate before assuming possession.

False accusations can destroy innocent lives and help the true threat remain hidden.

Partial Possession

A partially possessed host retains some control.

The daemon may influence emotions, take control briefly, speak through the host, or use limited supernatural abilities.

The host may experience the entity as:

  • A voice

  • A shadow

  • A second reflection

  • A presence in dreams

  • An alternate personality

  • A pressure behind the eyes

  • A memory that does not belong to them

Partial possession creates a struggle between two wills.

The daemon may offer useful information or power in exchange for greater access.

The host may conceal the possession because they fear execution, rejection, or loss of control over their own fate.

Full Possession

During full possession, the daemon controls most or all of the host’s actions.

The body may display supernatural changes such as:

  • Unnatural strength

  • Distorted voice

  • Altered eyes

  • Increased resilience

  • Psychic power

  • Shifting features

  • Impossible movement

  • Resistance to pain

  • Daemonic weapons or growths

  • Rapid healing

These changes should remain appropriate to the campaign’s PG presentation and encounter needs.

A fully possessed host may still contain part of the original person.

They may communicate through brief gestures, memories, hesitation, or moments when the daemon is weakened.

The Host’s Survival

Possession does not always destroy the host immediately.

The daemon may need the host alive because the body provides:

  • A stable anchor in realspace

  • Access to memories

  • A trusted identity

  • Entry into a protected location

  • Emotional leverage

  • Psychic ability

  • Political authority

  • A connection to another person or relic

Some daemons deliberately preserve the host.

Others consume the person’s identity until little remains.

The longer possession continues, the more difficult separation may become.

Resistance

A host may resist possession through willpower, discipline, faith, training, or emotional anchors.

Possible sources of resistance include:

  • Wisdom or Charisma saving throws

  • Psychic conditioning

  • Sanctioning rites

  • Loyalty to companions

  • Sacred oaths

  • Memories of family

  • Null proximity

  • Protective implants

  • Aeldari runes

  • Pain or sensory interruption

  • The daemon’s true name

  • Damage to the daemon’s anchor

Resistance should provide meaningful moments of choice.

A host might briefly regain control, warn allies, disrupt a ritual, refuse an attack, or reveal information.

Even a small act of resistance may change the outcome.

Daemonhosts

A daemonhost is a mortal body deliberately used to contain a daemon.

Daemonhosts may be created by:

  • Radical Inquisitors

  • Chaos sorcerers

  • Cult leaders

  • Hereteks

  • Rogue psykers

  • Ancient ritual orders

  • Desperate military commanders

The host may be willing, unwilling, condemned, dying, specially bred, or selected because of psychic compatibility.

The daemon is then bound through rituals, true names, wards, restraints, implanted devices, or a combination of these methods.

Daemonhosts are extremely dangerous.

Their creator may believe the entity is controlled when it is only pretending to obey.

Reasons to Create a Daemonhost

A faction may create a daemonhost to:

  • Interrogate a daemon

  • Use daemonic power as a weapon

  • Track other Warp entities

  • Gain forbidden knowledge

  • Predict future events

  • Open sealed locations

  • Fight Chaos with Chaos

  • Contain an entity that cannot be banished

  • Preserve a daemon for study

  • Fulfill a ritual requirement

These reasons may appear practical in desperate circumstances.

The moral and strategic risks remain severe.

A daemonhost may manipulate its captors, corrupt guards, weaken restraints, or arrange its own release over many years.

Binding a Daemonhost

A daemonhost may be restrained by:

  • Binding chains

  • Hexagrammic wards

  • True-name inscriptions

  • Null fields

  • Psychic suppression

  • Control collars

  • Sacred seals

  • Pain devices

  • Machine locks

  • Ritual scars

  • Command phrases

  • Anchoring relics

Bindings should provide specific limitations rather than absolute control.

A daemonhost may be unable to cross a ward, disobey a named master, use certain powers, speak a lie, or leave a designated area.

Every binding should also have a weakness.

That weakness creates danger and adventure.

Daemonhost Behavior

A daemonhost may appear:

  • Violent

  • Calm

  • Mocking

  • Helpful

  • Childlike

  • Regal

  • Broken

  • Patient

  • Confused

  • Devout

  • Emotionless

  • Frighteningly polite

The daemon may speak with the host’s voice, its own voice, or several voices at once.

It may reveal true information to gain trust.

It may cooperate because its goals temporarily align with those of its captors.

A daemonhost should not always attack immediately.

Its ability to speak, remember, and manipulate often makes it more dangerous than a simple monster.

Exorcism

Exorcism attempts to remove a possessing entity from its host.

Methods may include:

  • Sacred rites

  • Psychic confrontation

  • True names

  • Null containment

  • Destruction of linked relics

  • Force weapons

  • Purification rituals

  • Machine-assisted extraction

  • Appeals to the host’s identity

  • Banishment spells

  • Breaking a bargain

An exorcism may occur as a ritual encounter rather than a single roll.

Different characters can contribute by:

  • Maintaining wards

  • Restraining the host

  • Reciting rites

  • Fighting manifested entities

  • Repairing equipment

  • Searching memories

  • Identifying the daemon

  • Protecting the exorcist

  • Convincing the host to resist

Failure may strengthen the daemon, injure the host, or create a breach.

Success may still leave lasting scars.

Killing the Host

Destroying the host may banish the daemon if the body is its primary anchor.

This is often the simplest and most brutal solution.

It may also be unnecessary.

Characters should sometimes have enough time and information to attempt rescue.

In other situations, the host may be too dangerous to save without risking many lives.

The decision should belong to the players or responsible NPCs rather than being predetermined.

Nulls and Possession

Nulls are particularly dangerous to possessing entities.

Their presence may:

  • Suppress daemonic abilities

  • Weaken control over the host

  • Cause the daemon pain

  • Reveal hidden possession

  • Prevent transfer to another body

  • Strengthen an exorcism

  • Destabilize a daemonhost

However, a powerful entity may attempt to kill, escape, or manipulate the null first.

Nulls provide an advantage, not an automatic victory.

Possessed Player Characters

Possession can be used with player characters only when agency is preserved.

Good approaches include:

  • Giving the player private temptations

  • Offering temporary powers with costs

  • Allowing saving throws at meaningful moments

  • Letting the player portray both influences

  • Establishing clear warning signs

  • Providing ways for allies to help

  • Making full loss of control temporary

  • Allowing the player to choose resistance or cooperation

The Game Master should not secretly control a player character for long periods without their involvement.

Possession is most effective when the player participates in the struggle.

Daemonhost Player Characters

A daemonhost may be playable in campaigns that allow darker or highly unusual characters.

Such a character needs clear limitations.

Possible balancing elements include:

  • Restricted daemonic powers

  • Warp Strain

  • Binding commands

  • Vulnerability to wards and nulls

  • Social consequences

  • Risk of temporary loss of control

  • A visible or detectable mark

  • Dependence on an anchor

  • A hostile patron

  • Limited healing or recovery

The host and daemon may share a goal without trusting one another.

The character should still cooperate with the party for understandable reasons.

D&D 5e Mechanical Use

Possession may use existing D&D mechanics such as:

  • Wisdom saving throws

  • Charisma saving throws

  • Charmed or frightened conditions

  • Concentration

  • Exhaustion

  • Temporary hit points

  • Class resources

  • Transformation features

  • Curses

  • Possession traits from monster stat blocks

  • Ritual skill challenges

Full possession should not be triggered by one ordinary failed save unless the effect is brief.

Long-term possession should develop through repeated exposure, a bargain, corruption, a major ritual, or clearly established narrative circumstances.

Possession in Play

Possession can support stories involving:

  • Hidden infiltration

  • Rescue

  • Temptation

  • Internal conflict

  • Forbidden weapons

  • Radical Inquisitors

  • Cult rituals

  • Exorcism

  • Betrayal

  • Redemption

  • Sacrifice

  • Investigation

The most important question is not always whether the host is possessed.

It may be whether the person can still be saved, whether the daemon knows something the party needs.