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.

20 (+5) 18 (+4) 19 (+4) 16 (+3) 16 (+3) 14 (+2)

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

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

Inscrutible. 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 warrior'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 point of exhaustion that it would suffer.


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 warrior'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 warrior's Frightful Presence for the next 24 hours.


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.

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