Tyranid Warrior (5e Creature)

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Tyranid Warrior[edit]

Medium monstrosity (tyranid), unaligned


Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 19 (+4) 16 (+3) 16 (+3) 14 (+2)

Saving Throws Str +9, Con +8
Skills Athletics +9, Intimidation +6, Perception +7, Stealth +8
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 11 (7,200 XP)


Magic Resistance. The tyranid has advantage on saving throws against spells and other magical effects.

Inscrutable. The tyranid is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the tyranid's intentions or sincerity have disadvantage.

Sure-Footed. The tyranid has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Synaptic Web. Using telepathy, the tyranid can magically communicate with any other tyranid within 120 feet of it.

Adrenal Gland (Recharges after a Short or Long Rest). The tyranid can ignore one level of exhaustion that it would suffer.

ACTIONS

Multiattack. The tyranid makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and if the target is a creature, it must make a DC 14 Constitution saving throw, taking 5 (2d4) poison damage on a failed save or half as much damage on a successful one.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Deathspitter. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 13 (3d8) acid damage. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Once the deathspitter has been used three times, the tyranid must reload it using an action.

Frightful Presence. Each creature of the tyranid's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tyranid's Frightful Presence for the next 24 hours.


Tyranid_Warrior_Leviathan.png

The tyranid warrior, or Tyranicus gladius, is one of the most common types of troops used by a tyranid swarm. As tyranids are constantly biologically adapting their forces to match their enemies' shifting strategies, tyranid warriors are often seen in combat in many different sub-species intended for different battlefield functions. Tyranid warriors are among the most important tyranid species deployed by a Hive Fleet in battle, as not only are they powerful and deadly creatures in their own right, but they also serve as tyranid synapse creatures, the important species intended to direct lesser tyranid species and forming the focal points of the tyranid Hive Mind's system of telepathic command.

Weapon Variants

Multiple variants can be taken at a time, so long as they do not replace the same weapon, or are reliant on a weapon being there.

Second Pair of Claws

Not all tyranid warriors are equipped with ranged weapons, those being more kitted out for full frontal assaults, stuck in the enemy's ranks. This replaces the warrior's deathspitter, and they cannot replace a pair of claws.

Multiattack. The tyranid makes four attacks: one with its bite and three with its claws.

Spinefists

Spinefists are smaller ranged weapons, only about the size of the tyranid's hands, which they cover. They fire masses of poisoned darts, reliant on the lung capacity of the warrior-beast who carries them. This replaces the warrior's deathspitter.

Multiattack. The tyranid makes three attacks: one with its bite and two with its claws or spinefists.

Spinefist. Ranged Weapon Attack: +8 to hit, range 20/80 ft., one target. Hit: 9 (2d8) acid damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on the spinefist's ranged attack roll.

Boneswords

Some warriors are grown with weaponry more akin to that of typical martial tools, the boneswords. This replaces the warrior's claws.

Multiattack. The tyranid makes three attacks: one with its bite and two with its boneswords.

Boneswords. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage.

Venom Cannon

Very few of the warrior broods are gifted great weaponry, like that of the venom cannon, capable of breaching even the strongest armor. This replaces the warrior's deathspitter, and this variant cannot be created by the world eater spell.

Venom Cannon. Ranged Weapon Attack: +8 to hit (+4 to hit if the tyranid has moved this turn), range 75/125 ft., one target. Hit: 22 (5d8) acid damage.

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