Greater Daemons and Daemonic Heralds may select one or more Gifts from those shown below, as indicated in their army list entry. Multiples of the same Daemonic Gift may not be taken for a single Daemon. Note that Daemonic Gifts are not magic items and are therefore immune to any spells or abilities that destroy, steal or otherwise alter the behaviour of magic items.
This Daemon drinks the spiritual essence of the living and becomes ever stronger with every soul it devours.
The Daemon gains one wound for each unsaved wound it causes in close combat. This may not take the Daemon beyond its starting number of wounds.
This Daemon strikes not with its own might, but with that of its dreadful master; Khorne.
The Daemon has Strength 10.
The merest touch of this massive befouled blade is fatal to all creatures, Daemon, mortal and undead.
All hits caused by a Balesword wound automatically. Each model that suffers an unsaved wound from a Balesword suffers D6 wounds rather than one.
The Daemon has a second head which contains a duplicate brain, allowing it to more swiftly interpret and harness the capricious winds of magic.
The Daemon gains +2 to all casting rolls.
The Daemon is party to Tzeentch's knowledge of the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
The Daemon may re-roll a single D6 once per player turn (including a single dice from a batch of 2D6, 3D6 and so on). This ability can be used to cause an Irresistible Force or avoid a Miscast.
An unquenchable and terrible fury goads the Daemon ever onwards.
The Daemon replaces its normal Attacks characteristic with 2D6 + 2. Roll at the start of each combat.
This weapon flickers in and out of reality at the Daemon's merest command, allowing it to bypass a foe's defences and cut into the soft flesh beneath.
Armour saves may not be taken against close combat attacks made by this Daemon.
This Daemon has been blessed with a surfeit of grasping appendages, the better to claw and rend at its foes.
The Daemon has +2 Attacks.
This particular Great Unclean One is practically brimming with Nurgling pustules and takes the greatest pride in hatching scores of the loathsome creatures during battle.
Roll a D6 at the start of each Magic phase. On the roll of a 2-6 you may immediately increase, by one base, the size of one Nurgling unit within 6". If a 1 is rolled, the Great Unclean One accidentally squashes the Nurglings as they emerge from his body and nothing happens.
The baleful enchantments of this ebony armour rob all nearby magical artefacts of their powers.
The Obsidian Armour grants a 3+ armour save. In addition, magic weapons carried by enemy models lose all their magical abilities whilst the bearer remains in contact with the Daemon.
The Daemon can wrench magical power from its foes, using its own Chaos essence to attack the minds of enemy wizards.
Once per battle the Daemon may automatically dispel one enemy spell, exactly like a Dispel scroll. In addition, the spell is lost on the roll of a 4+.
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon's whim.
Hand weapon. Any model that suffers an unsaved wound from the Staff of Change must pass a Toughness test or be slain instantly.
Within this rod is bound the essence of a particularly loathsome Plague Daemon, who chortles with horrible delight when his pox-ridden power is unleashed on a deserving foe.
Bound Spell Power Level 3. This rod can cast the Rancid Visitation spell once during each of its bearer's Magic phases.
Many who come face to face with this Daemon are dominated by its unearthly will and become slack- jawed and drooling playthings.
At the beginning of a combat, one enemy character in base contact with the Daemon must take a Leadership test. If the test is failed, the character will direct his attacks against friendly models or units chosen by the Daemon's controlling player. These wounds count towards the Daemon's combat resolution. If there are no suitable targets in base contact with the character, he or she does not attack at all this turn.
The body of the Daemon is clad in matted filth, hardened sores and scraps of metal, granting extra endurance against the blows of an enemy.
The Daemon has an Armour Save of 4+ and the Regeneration special rule.
The Daemon uses the nature of its magical binding to empower its sorcerous might.
This Daemon adds an extra Power dice to the pool in each of the controlling player's Magic phases.
The appearance of the Daemon is so peculiarly captivating that few foes can summon determination enough to land even a single blow upon it - even as the Daemon's claws begin to wind and tear their way through the victim's entrails.
Enemy models wishing to attack the Daemon must first pass a Leadership test. If the test is passed, the Allure has no effect. If the test is failed, the affected model may not strike blows in that round of combat.
This unholy blade screams with the power of the Daemon bound inside it, a Daemon eternally thirsty for the blood of mortals.
The Axe of Khorne bestows the Killing Blow special rule upon all close combat attacks made by the Daemon.
The great and glorious servants of Tzeentch do not merely control magic, it pulses through their veins as blood does in lesser beings.
The Daemon ignores the result of his first miscast, although the spell still fails.
The Daemon is clad in shimmering robes that reflect not only the colours of the rainbow, but also some of the pent-up fury from incoming blows.
The Daemon can never be wounded on better than a 3+.
The perversely enchanting gaze of this Daemon holds the attention of all foolish enough to meet it - even when they should perhaps be looking elsewhere.
Models in base contact with the Daemon may not use another model's Leadership value.
The runes upon this brazen axe still glow from the heat of its forging upon Khorne's anvil.
The Daemon gains +1 Strength and flaming attacks.
Focussing his arcane might, this Daemon can project a blast of flickering magical flame at its enemies.
This Daemon can fire D6 bolts in the Shooting phase with a range of 18" and a Strength of 4. This attack is treated as a normal missile weapon (and may therefore stand & shoot) but does not suffer the -1 to hit penalty for multiple shots.
This Daemon is consumed by a terrible and everlasting rage, driving it to ever more savage feats.
The Daemon may re-roll missed hits in close combat.
Glittering multi-coloured fire encases the Daemon's form, burning all those who draw near.
Enemy models in base contact with the Daemon at the start of any combat suffer a Flaming Strength 3 hit before any blows are struck.
The Daemon has great magical knowledge, honed on a thousand forgotten battlefields over deathless millennia.
The Daemon can use any of the Lores of Magic from the Warhammer rulebook instead of its normal Lore - it knows all the spells from whichever Lore it chooses.
None can withstand the putridly gut-wrenching odour of this Daemon!
All enemy models in base contact with this Daemon lose the Always Strikes First rule (if they have it) and always strike last.
Nurgle's choicest pestilence bubbles through the rotting torso of this Daemon, festering the bodies and souls of all whom come near.
Enemy models in base contact with the Daemon at the start of any Magic phase suffer a wound on the roll of a 6, with no Armour Saves allowed.
This Daemon's skin is covered with enormous scabrous boils, filled with rancid fluid. When struck, these loathsome pustules spray all nearby with a yellowish ichor, brimming with disease.
When this Daemon suffers an unsaved wound, all enemy models in base contact must pass a Toughness test for each wound inflicted on the Daemon or themselves suffer a wound, with no armour saves allowed.
The Daemon sings an alluring song, drawing the enemy to their doom.
One Use Only. This gift is used once during the enemy turn, before charges are declared. Nominate one enemy within 20" of the Daemon - this unit must be able to charge according to the normal Warhammer rules. The target unit must either declare a charge against the Daemon (or the unit it is with) or immediately flee, exactly as if it had failed a Panic test.
The cloying aroma of the Daemon saps the will and erodes the senses, deadening any survival instinct.
A unit in base contact with this Daemon rolls an extra dice when fleeing and then discards the highest result.
This Daemon is driven by a terrible and undying hunger for the blood of all creatures.
The Daemon may re-roll failed rolls to wound in the first round of combat.
By shifting portions of its being into the winds of magic, the Daemon can disperse hostile sorcery.
Once per battle the Daemon may automatically dispel one enemy spell, exactly as if it had used a Dispel scroll.
The Daemon can vomit forth a stream of maggots, blood and noxious slime which chokes his victim in filth.
This is a Strength 4 breath weapon.
The Daemon's lithe and graceful form darts back and forth with unimaginable speed, spilling blood and snapping bones before its victim has registered danger.
The Daemon has the Always Strikes First rule.
Gigantic wings sprout from the Daemon's back, allowing it to dive upon the unprepared foe.
The Daemon has the Fly special rule.
Clad in bale-forged armour laden with runes of slaughter and carnage, the Daemon's hide is all but immune to the blows of mortal men.
The Armour of Khorne grants an armour save of 3+.
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The Daemon has Magic Resistance (3).
Some of Nurgle's Daemons expel a replusive trail of slime as they move, hindering all who pass through it.
Enemy units do not receive combat resolution bonuses for attacking the flank or rear of a Daemon with this ability, or any unit he has joined.
This sword is coated with a paralysing venom, a dose of which renders the victim utterly immobile.
Hand weapon. A model that suffers an unsaved wound from the Torment Blade may not strike during that combat phase unless it can pass a Leadership test.