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Dakka Veteran






Hormogaunt

Hit Dice: 6D10+12 (45HP)
Initiative: +6
Speed: 40 ft (8 squares)
AC: 22 (+6 Dex +6 natural) touch 16, flat footed 16
Base Attack/Grapple: +6/+9
Attack: Claw +12 melee (1D10+3)
Full Attack: 2 claws +12 melee (1d10+3) and bite +7 melee (1D4+1)
Space/Reach: 5ft / 5ft
Special Attack: None
Special Qualities: Darkvision 60 ft, keen scent, low-light vision
Saves: Fort +7, Ref +11, Will +3
Abilities: Str 17, Dex 22, Con 15, Int 4, Wis 13, Cha 10
Skills: Hide +13 Jump +13, Listen +4 Move Silently +13
Feats: Pounce, FEAT NEEDED, Weapon Finesse
Climate/Terrain: None/Tyranid Hive Fleet
Organization: Solitary or brood (8-32)
Challenge Rating: 4
Alignment: True neutral
Advancement: 7 HD (Medium)
Level Adjustment: -

Hormagaunts (subspecies name: Gauntii gladius) are fearsome but expendable Tyranid creatures used in their billions and often precede a main Tyranid attack. They are a subspecies of Tyranid Gaunt armed with razor-sharp scything talons and move on powerful hind legs in a series of exceptionally fast, bounding leaps that appears as a skittering, insect-like gait.



I'm thinking Run or Powerful Charge... but maybe somebody that has all the books has another suggestion.

--Chris
www.chrisvalera.com

Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Cleave

Whirlwind attack chain.

Power attack.

Improved critical, talon...(eventually)

Weapon focus- Talons

All sorts of good options..

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
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Dakka Veteran






Ascalam wrote:Cleave

Whirlwind attack chain.

Power attack.

Improved critical, talon...(eventually)

Weapon focus- Talons

All sorts of good options..


Awesome thanks

--Chris
www..chrisvalera.com

This message was edited 1 time. Last update was at 2012/05/15 23:51:53


Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

You may want to adjust the creature a bit.

CR4 is low here are some problem areas:

AC: 22 (Too high for lvl 4 PC's, should be 20 at max.)

Full Attack: 2 claws +12 melee (Too high for fighting lvl 4 PC's should be +10 at most since it gets 2 attacks)

Damage: 1d10+3 (Again too high D8 for a medium creature is good)


Feats: Pounce, FEAT NEEDED, Weapon Finesse (Throw something like +2hide, +2 move silent for the feat needed, do not take another combat feat.)

Challenge Rating: 4 (Should be 5 or 6 for the base creature as you have it set up.)

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
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Dakka Veteran






DeathReaper wrote:You may want to adjust the creature a bit.


Great suggestions, but I actually took the Kruthik as the base greater and altered very little to make the Hormagaunt. Almost everything you mentioned was the base creature stats.

Proof the WotC designers love overpowering monsters?

edit: Oh also, it had a shooting attack that I took away, which makes it even more lol-worthy.

--Chris
www.chrisvalera.com

This message was edited 1 time. Last update was at 2012/05/16 00:40:57


Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Yes. some of the monsters in the book are too low for their CR.

The Kruthik is one of them.

Considering an average Fighter at lvl 4 will have an AC of 16-18 he is hit on a 4-6+ from this creature.

The mage/sorceror is basically auto hit, and have so few HP's (Average of 18) they would die to 2D10+6 (Claw) 1d4+1 (Bite) (20.5 average) damage unless you rolled really low for damage.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Sneaky Lictor






Btw, 5e playtest goes public on May 24th. HUZZAH!

The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
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Emboldened Warlock




Duncan, B.C

I'd tone Hormagaunts down. Make them more like CR 2-3. They're basically fodder for the Tyranids, the kind of thing a mid to high level adventurer should be able to cleave through without a second thought. Of course this all depends on the scale of your game and how much you want to be throwing at your players.

40k Armies:
Alaitoc 9300 points
Chaos 15000 points
Speed Freeks 3850 points

WHFB Armies:
Lizardmen 1000 points

Check out my blog at http://wayofthedice.blogspot.ca/ 
   
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Dakka Veteran






Squash wrote:Btw, 5e playtest goes public on May 24th. HUZZAH!


Do we know if Healing Surges are still part of the game?

--Chris
www.chrisvalera.com

Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

chris_valera wrote:
Squash wrote:Btw, 5e playtest goes public on May 24th. HUZZAH!


Do we know if Healing Surges are still part of the game?

Hopefully it will be more like pathfinder, and not at all like 4th edition, which was so simple it felt like it was geared towards 12 yr olds.

So it did not have the flexibility that most people who play D&D were looking for.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Dakka Veteran






DeathReaper wrote:
chris_valera wrote:
Squash wrote:Btw, 5e playtest goes public on May 24th. HUZZAH!


Do we know if Healing Surges are still part of the game?

Hopefully it will be more like pathfinder, and not at all like 4th edition, which was so simple it felt like it was geared towards 12 yr olds.

So it did not have the flexibility that most people who play D&D were looking for.


Yeah, that's my big fear. I understand why Wizards did what they did, taking a look at what's popular now with kids, and using that to shape the PHB, but I'd like some of the crunch of D&D back.

WotC lost some money from players failing to switch, or switching to Pathfinder/retroclones, but I don't know if it's enough that they'd really reconsider dropping the more WoW-like elements from 4th to 5th.

I have a feeling there's gonna be a lot of wailing and gnashing of teeth on the 24th.

--Chris
www.chrisvalera.com

Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

The MMO elements were the worst part IMHO.

But back on topic, how is the creature coming along?

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Dakka Veteran






DeathReaper wrote:But back on topic, how is the creature coming along?


Fine. I picked Weapon Focus for the final feat, and I'm going through Skrittiblak's old D20 40K posts for more writeups on the Tyranids, posted below.

Hormogaunt

Hit Dice: 6D10+12 (45HP)
Initiative: +6
Speed: 40 ft (8 squares)
AC: 22 (+6 Dex +6 natural) touch 16, flat footed 16
Base Attack/Grapple: +6/+9
Attack: Claw +12 melee (1D10+3)
Full Attack: 2 claws +12 melee (1d10+3) and bite +7 melee (1D4+1)
Space/Reach: 5ft / 5ft
Special Attack: None
Special Qualities: Darkvision 60 ft, keen scent, low-light vision
Saves: Fort +7, Ref +11, Will +3
Abilities: Str 17, Dex 22, Con 15, Int 4, Wis 13, Cha 10
Skills: Hide +13 Jump +13, Listen +4 Move Silently +13
Feats: Pounce, Weapon Finesse, Weapon Focus (talons)
Climate/Terrain: None/Tyranid Hive Fleet
Organization: Solitary or brood (8-32)
Challenge Rating: 4
Alignment: True neutral
Advancement: 7 HD (Medium)
Level Adjustment: -

Hormagaunts (subspecies name: Gauntii gladius) are fearsome but expendable Tyranid creatures used in their billions and often precede a main Tyranid attack. They are a subspecies of Tyranid Gaunt armed with razor-sharp scything talons and move on powerful hind legs in a series of exceptionally fast, bounding leaps that appears as a skittering, insect-like gait.







Ripper Swarm: CR 1/10; Diminutive Sized Aberration; HD 1/4d8+0; HP 1; Mass 10; Init +2 ; Spd 30ft.;Defense 18, Touch 14, Flat Footed 14 (+4 Size, +2 Dex, +2 Natural); BAB +0, Grab -17; Atk +1 Melee (1d4+1 Claw); FS 1ft. by 1ft.;Reach 5ft.; SQ Hive Creature, Blast Vulnerability; AL Neutral, Neutral; SV Fort +0 Ref +3 Will -1; Str 12 Dex 14 Con 10 Int 2 Wis 8 Cha 8
Skills: Survival + 3, Hide +4
Feats: None.
Advancement: None.

The Hormagaunt is single-minded in its engineered purpose of closing with the foe and eviscerating it with its scythe-like claws. They are very fast and seemingly undefeatable, constantly moving in restless swarms that seem to be made of nothing but ripping claws and ridged amour plates. This large beast looks similar to a mixture between a praying mantis and a large dog, with its two sets of upper limbs are equipped with well-developed claws and its lower legs are long and powerful.

Hormagaunt: CR 1; Medium Sized Aberration; HD 2d8+2 ; HP 11; Mass 14; Init +2 ; Spd 40ft.; Defense 14, Touch 12, Flat Footed 12 (+2 Dex, +2 Natural); BAB +1, Grab +4; Atk +4 melee (1d8+3 Scything Talons) or +2/+2 (1d8+2, 2 Scything Talons (DRP 1)); FS 5ft. by 5ft.;Reach 10ft.; SQ Hive Creature; AL Neutral, Neutral; SV Fort +5 Ref +5 Will -1; Str 16 Dex 14 Con 14 Int 2 Wis 8 Cha 8
Skills: Climb + 4, Jump + 4, Survival + 3, Hide +4
Feats: Two-Weapon Fighting
Advancement: By HD

The Termagaunt is agile, fast, cunning and deadly despite its small size relative to other Tyranids, Most commonly equipped with the basic fleshborer weapon symbiote. Similar in size and shape of the Hormagaunt the Termagaunts are used as ranged troops.

Termagaunt: CR 1; Medium Sized Aberration; HD 2d8+0; HP 9; Mass 10; Init +4 ; Spd 40ft.; Defense 15, Touch 13, Flat Footed 12 (+3 Dex, +2 Natural); BAB +1, Grab +2; Atk +2 Melee (1d4+2 Claw) or +5 Ranged (2d6+2 Fleshborer (DRP 2)) ; FS 5ft. by 5ft.;Reach 5ft.; SQ Hive Creature; AL Neutral, Neutral; SV Fort +2 Ref +7 Will -1; Str 12 Dex 16 Con 10 Int 2 Wis 8 Cha 8
Skills: Climb + 3, Jump + 3, Survival + 3, Hide +7
Feats: Point Blank Shot
Advancement: By HD

Genestealers are the vanguard of the Tyranid hive, created to seek-out and undermine potential pray worlds by infiltration. Genestealers are legendarily ferocious close combat opponents, deadly claws, capable of ripping through adamantium.

Genestealers: CR 4; Medium Sized Monstrous Humanoid; HD 4d8+2; HP 31 ; Mass 14; Init +3; Spd 30ft.;Defense 17, Touch 13, Flat Footed 14 (+3 Dex, +4 Natural); BAB +4, Grab +5; Atk +5 Melee (1d6+4 19-20/x3 Rending Claws) or +3/+3 (1d6+2 19-20/x3 Rending Claws); FS 5ft. by 5ft.;Reach 5ft.; SQ Brood Telepathy; AL Neutral, Neutral; SV Fort +4 Ref +8 Will +1; Str 16 Dex 16 Con 14 Int 12 Wis 10 Cha 8
Skills: Survival +2, Move Silently +8 ,Hide +8 , Jump +8 , Climb +10
Feats: Stealthy, Two-Weapon Fighting
Advancement: By Class (Strong/Fast)

-------------------------------------------------------------------------------------------------------------

Tyranid Creatures

Tyranid Traits Special Rules
Hive Mind (ex): The Tyranid race has a single cohesive mind, as if it were all one entity, and the mind of this racial being is called the Tyranid hive mind. All tyranid creatures are ‘synapse points’ for the hive mind and can connect to other tyranids ‘synapse point’ simply be being in close proximity to them. Being within this synaptic range allows the two tyranid creatures to be in constant psychic communication. The higher level synaptic creatures effectively command the lower level ones. The synaptic range for the hive mind varies depending on the creature; a Hive Tyrant’s psychic presence extends further than a termagant’s for instance. To determine whether two creatures are affected by the rules for hive mind add the two ranges together – if they are a distance apart equal to or less than their combined synapse range then they are communicating and under the effect of hive mind rules. If one is aware of a particular danger they all are. If one in the group is not flat-footed none of them are. No tyranid in the mind is considered flanked unless all of them are. Genestealers have a much better developed telepathy than most tyranids. For the purpose of other Tyranids they have a synapse range of 200 feet.
Immune to Psychology (ex): Hive Tyrants, Carnifexes, Lictors and Tyranid Warriors are all immune to fear effects. Any hive mind creature within the synapse range of one of these creatures is also immune to fear effects.
Immune to Disease and Poison (ex): Tyranids are immune to all natural diseases and poisons.
Aura of Fear (ex): Tyranids of Large size or larger cause fear as described in the Enemy Without: Demons section above.
Multi-limbed (ex): All tyranids of have six limbs, normally four fore-limbs and two legs but not always. In the case of many forelimbs tyranids can multi-weapon fight in the same manner as humans can two-weapon fight.

Hive Tyrant
The Hive Tyrant is a large and massively powerful creature. It resembles a Tyranid Warrior in a similar way that the Genestealer Patriarch is a larger and more powerful Genestealer, though whether they were deliberately created this way or merely evolved to a higher form is uncertain. Like all Tyranids, they seem able to mutate rapidly, and several different physical characteristics have been reported. The Hive Tyrant is highly psychic, and its relationship to the hive mind is closer than even that of the Tyranid Warriors. Little is known for certain about the complex relationships between these creatures, but some of the Imperial Techno-magi believe the Hive Tyrants are the consort-minds of the hive queen that forms the repository of the hive fleets own collective consciousness. If this is true, the Hive Tyrants embody the hive mind completely, but their destruction does not diminish it in any way.

Hive Tyrant: CR 17; Large Alien Beast (Tyranid); HD 16d10+112; hp 200; Mas 25; Init +6; Spd 50ft; Defense 25, touch 15, flat-footed 25 (-1 size, +6 Dex, +10 psychic forcefield); BAB +16; Grap +30; Atk +24 melee (2d8+8 [drp 5] 19-20, bonesword) or +22 ranged (3d20 [drp 3], venom cannon) or +18 ranged (5d20 [drp 3], venom cannon burst); Full Atk +24/+19/+14 melee (2d8+8 [drp 5] 19-20, bonesword) or +22/+22/+17+/+17/+12/+12 melee (2d8 + 8 [drp 5] 19-20, two boneswords) or +22/+17/+12 ranged (3d20 [drp 3], venom cannon) or +18/+13/+8 ranged (5d20 [drp 3], venom cannon burst) or +22/+22/+17/+17/+12/+12 melee (2d8 + 8 [drp 5] 19-20, two boneswords) and +16/+11/+6 ranged (5d20 [drp 3], venom cannon burst); Reach 10ft; AL: Tyranid; SQ: Tyranid Traits, Synaptic range 500 feet, Fear Aura DC 26, DR/DRT: 20/+2; Alien Hardness: 10; Fort +18, Ref +17, Will +9; Ld +3; Str 26, Dex 22, Con 25, Int 22, Wis 18, Cha 27.
Skills: Concentration +28, Hide +19, Intimidate +28, Knowledge (warp) +28, Listen +31, Move Silently +23, Search +23, Survival +23, Powercraft +23, Spot +31.
Feats: Combat Casting, Multiweapon Fighting, Improved Multiweapon Fighting, Advanced Multiweapon Fighting.
Mutations: Long and Strong Legs, Prehensile Tail
Psychic Powers
The Hive Tyrant can manifest certain psychic powers at will. Using them is a standard action as normal. No psychic check is required. They manifest automatically. The powers are:
The Quickening, Telekinesis, Web, Psychic Scream, Primal Horror*

*Note that since primal horror can be cast at will it is ever present on the Hive Tyrant.


Carnifex
The Carnifex is known as the Screamer Killer by warriors of the Imperium because of the high-pitched scream it makes as it rushes forward, scything its razor-edged killing arms. Its massive, rounded body is extremely tough, having a chitinous hide which protects it from damage and a shape that allows it to withstand tremendous pressures.

A Carnifex is a living engine of destruction evolved for use in shock assaults, space ship boarding actions and massed battles where it can smash through almost any obstacle, whether it is a defensive line, enemy tanks or a fortified position. The assault of these creatures is terrifying to behold: a primeval and irresistable force which smashes men and vehicles aside like childrens toys.

Carnifexes are armed with four great sicle-shaped claws of diamond hard chitin, bone and cartilege. The combined assault of these mighty scythes is powerful enough to rip even through amourplas and ceramite with ease. Carnifexes also have the capacity to energise a form of bio-plasma in their gut via rasping plates in their throats, the source of their high-pitched scream. An electrical field around the claws holds the incandescant plasma ball until it is launched at the target.

Carnifex: CR 18; Large Alien Beast (Tyranid); HD 18d10+201; hp 290; Mas 35; Init +2; Spd 30ft; Defense 11, touch 11, flat-footed 9 (-1 size, +2 Dex); BAB +18; Grap +35; Atk +31 melee (3d100+26 [drp 5], bonescythe) or +20 ranged (2d12 [drp 3], 10ft radius blast, bioplasma); Full Atk Atk +31/+26/+21/+16 melee (3d100+26 [drp 5], bonescythe) or +20/+15/+10/+5 ranged (2d12 [drp 3], 10ft radius blast, bioplasma); Reach 10ft; AL: Tyranid; SQ: Tyranid Traits, Synaptic range 100 feet, Fear Aura DC 23, DR/DRT: 25/+2; Alien Hardness: 20; Fort +22, Ref +7, Will +8; Ld +3; Str 44, Dex 15, Con 32, Int 12, Wis 16, Cha 18.
Skills: Listen +25, Spot +25, Survival +23.
Feats: Power Attack, Cleave, Great Cleave, Endurance, Toughness, Increased Massive Damage Threshold, Alertness.
Weapons
Bonescythe: The Carnifex has 4 electrically charged scythes, one on each arm, but he counts as making a single ‘pinch’ attack with all four. The damage and attack are aggragated as a single attack dealing 3d100 damage plus double his strength modifier. The Carnifex cannot multiweapon fight or otherwise separate the attacks made by individual bone scythes.
Bioplasma: The Carnifex vomits forth this psychic acid. It has a range of 210 feet and can be targeted either at an opponent (using their AC dealing 2d12 damage with no reflex save on the target struck and splashing targets in a 10 foot radius) or against an area of the ground (DC 10) and splashing all targets. If splashed a targets get a Reflex save DC 15 to save half the damage.


Tyranid Warriors
The Tyranid hive fleets consist of millions of space craft, each home to thousands of creatures evolved from the bubbling geno-organs of the ships reproductive chamber. All of these creatures are born to srve the single entity that is the ship, and the ship itself only exists as part of the entity that is the fleet.

All Tyranid creatures are held in a common psychic bond that enables them to act together as one organism. Individual Tyranids have no distinct minds like humans and other creatures. A Tyranid simply fulfils the functions assigned to it by the greater hive mind or overmind. The smaller mindless creatures are unthinking and instinctive, but larger more complex creatures can make decisions appropriate to them.

The Tyranid Warriors are among the most important Tyranids. Not only are they large and powerful fighters in their own right, but they also act as psychic resonators, amplifying the psychic bond of the hive mind and transmitting its power to the smaller, less receptive creatures around them. When the Tyranids begin to swarm the Tyranid Warriors become the focal points of the hive mind. Like officers marshalling their armies, the Tyranid Warriors lead the lesser creatures into battle, directing their troops to the appointed stations in the greater plan.

Tyranid Warriors have a thick chitinous hide and six limbs, four of them taloned claws. They are often orange, pink or red in colour.

Tyranid Warrior: CR 11; Large Alien Beast (Tyranid); HD 9d10+54; hp 103; Mas 23; Init +3; Spd 40ft; Defense 12, touch 12, flat-footed 9 (-1 size, +3 Dex); BAB +9; Grap +17; Atk +13 melee (1d8+4 [drp 0], lashwhip) or +12 ranged (3d12 [drp 3], 20ft radius blast, barbed strangler); Full Atk +11(x6) melee (1d8+4 [drp 0], lashwhip) and +10/+5 ranged (3d12 [drp 3], 20ft blast, barbed strangler); SQ: Tyranid Traits, Synaptic range 100 feet, Fear Aura DC 19, DR/DRT: 10/+2; Alien Hardness: 5; Fort +12, Ref +6, Will +6; Ld +1; Str 18, Dex 16, Con 23, Int 17, Wis 16, Cha 21.
Skills: Hide +13, Move Silently +17, Spot +17, Listen +17, Survival +15
Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Alertness, Stealthy.
Weapons
Lashwhip: The lashwhip does not allow iterative attacks. Instead it grants 3 attacks at the targets full base attack on a full attack action. The Tyranid warrior above has two lashwhips and multi-weapon fighting. He thus can make 3 attacks with each lashwhip he carries for a total of 6 attacks.
Barbed Strangler: Like a Bioplasma attack this attack can be directed against a specific individual dealing 3d12 damage on him for sure and splash to everyone around. Or it can be targeted against a square which has a defense of 10 and only deal splash damage. The reflex DC for half is 15.

Lictors
Lictors rove ahead of Tyranid ground swarms seeking out pockets of enemy resistance to be eradicated and native life forms to be absorbed. Lictors are often referred to by Imperial troops as Spooks or Mantis Stalkers because of their unnerving behavioural patterns and combat techniques. Lictors are intelligent and possess highly developed sensory organs so they can see, smell, hear and taste their prey long before it becomes aware of their presence.

They appear to be a specialist mutation of Tyranid Warriors are are highly adapted to survival in hostile environments and a predator/stalker role. Stalking Lictors exude a pheromone trail which draws other Tyranid creatures in their wake. A larger concentration of prey stimulates a stronger pheromone response and brings a larger group of trailing Tyranids.

Lictors are well adapted for dealing death with a whole arsenal of bio-weaponry which includes mantis-like upper claws, venemous talons, feeder tentacles and barbed flesh hooks. The Lictors feeder tentacles are tipped with sharpened bony plates and are used to lobotomise victims so that the Lictor can absorb their genetic data and immediate memories by consuming their brains. The exceptionally powerful upper claws are edged with fractal chitin and the lower talons have venom channels containing a deadly haemotoxin.

The flesh hooks are the most unusual of the Lictors weapons. They are formed out of carbon-based chitin with a mono-molecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs. The hooks are fired by a sharp intercostal muscle spasm and allow Lictors to snare their victims from a distance. The flesh hooks are sometimes used as grapnels, allowing Lictors to scale vertical surfaces at great speed.

Lictors are covered with tiny chemeleonic scales which shift their colour and texture to match the creatures surroundings. These make Lictors exceedingly difficult to spot except at very close range. The Lictors body gives off little heat and it is capable of remaining completely motionless for days if necessary so even energy and motion devices are often baffled by the Lictors exceptional stealth.

Lictor: CR 11; Large Alien Beast (Tyranid); HD 9d10+54; hp 103; Mas 23; Init +3; Spd 40ft; Defense 12, touch 12, flat-footed 9 (-1 size, +3 Dex); BAB +9; Grap +21; Atk +13 melee (1d10+4 [drp 0], heavy bone claw) or +12 ranged (3d4 [drp 0], fleshhooks); Full Atk +13 melee (1d10+4 [drp 0], 2 heavy bone claws) and +13 melee (1d6+2 [drp 0] 2 light bone claws) or +12/+7 ranged (3d4 [drp 0], fleshhooks); SQ: Tyranid Traits, Synaptic range 1,000 feet, Fear Aura DC 19, invisibility, fleshhooks, scent, DR/DRT: 10/+2; Alien Hardness: 5; Fort +12, Ref +6, Will +6; Ld +1; Str 18, Dex 16, Con 23, Int 17, Wis 16, Cha 21.
Skills: Hide +21, Move Silently +25, Spot +23, Listen +23, Survival +15
Feats: Multiattack, Improved Multiattack, Improved Grapple, Stealthy.
Special
Skills (ex): The lictor has a +8 racial bonus on Listen, Spot, Hide and Move Silently checks.
Scent (ex): See the d20 Modern book page 228. The Lictor’s scent range is extended to 200 feet.
Flesh Hooks (ex): Lictors have flesh hooks which extend up to 30 feet. These hooks can grapple a target and move him towards the lictor at a rate of 10 feet per round. Anyone caught in these flesh hooks is affected by the Lictor’s invisibility and disappears from sight. A lictor has two flesh hooks. If both flesh hooks hit then the lictor gets a +2 circumstantial bonus on grapple checks.
Invisibility (ex): A lictor is permanently affected the invisibility psychic power. Whenever he attacks he becomes visible for one full round. Maintaining grapples do not count as attack actions for the lictor, but initiating one (either by approaching or through flesh hooks) does.



GAUNTS

Termagants
Although smaller in size than many other Tyranids, the Termagant is fast, cunning and deadly. It is commonly called a Hunter-Slayer by the troops of the Imperial Guard. The Termagants powerful body swoops low to the ground for speed, and enables it to follow the narrow arterial passages of the hive ships. Like Tyranid Warriors and Genestealers it has six limbs and a chitinous outer shell which glistens with sticky secretion.

The Termagant is most commonly armed with a symbiote weapon called a Fleshborer, which spits a grub-like nodule which hurls itself at its target, manic jaws whirling and biting like an animated apple core. Its entire life energy is expended in a few brief seconds of destruction.

Termagant: CR 11; Small Alien Beast (Tyranid); HD 3d10+3; hp 19; Mas 13; Init +2; Spd 30ft; Defense 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB +3; Grap +0; Atk +5 melee (1d6+1 [drp 0], claw) or +6 ranged (3d6 [drp 2], RoF: single, fleshborer); Full Atk +5 melee (1d6+1 [drp 0], 2 fore claws) and +5 melee (1d6+1 [drp 0], 2 mid claws); SQ: Tyranid Traits, Synaptic range 30 feet, DR/DRT: 5/+2; Fort +4, Ref +3, Will +3; Ld +0; Str 13, Dex 14, Con 13, Int 8, Wis 15, Cha 6.
Skills: Listen +5, Spot +5
Feats: Multiattack, Improved Multiattack.


Gargoyles
Gargoyles are vicious winged monsters that are often the first parts of the Tyranid swarms seen in battle. They range ahead of the swarm either flying in broods or clinging to the bellies of the great Harridan brood mothers as they flap ponderously through the skies. Their primary purpose seems to be seeking out the enemy an sowing terror and confusion amongst them. Thus fire and the flap of the Gargoyles membranous wings procede the Tyranid hordes, driving the enemy out into the open to be absorbed by the swarm.

Gargoyles physically resemble Termagants in many aspects such as body mass, cranial capacity and the configuration of their medial armour plates. This makes it likely they are both evolved from a single creature or that Gargoyles were derived from the Termagants DNA template. Gargoyles have wide leathery wings, raking claws and barbed tails. Though they have six limbs the lower pair have atrophied to little more than stumps. Their jaws have been adapted by a symbiotic creature so that they can squirt flaming bile at a considerable distance. This flame spurt is used to set fires and burn the enemy out of defensive positions.

Their is some speculation as to whether Gargoyles fulfil a specific role on the hive ships - it has been postulated that their purpose is to destroy cancerous growths in the ship with burning fluid and patch wounds with their broad pinions. It is more likely that they flock together in lofty chambers deep in the bowels of the ship and hibernate like Tyranid Warriors. Gargoyles seem so well adapted to bringing terror and death it is hard to imagine them doing anything else.

Gargoyle: CR 11; Small Alien Beast (Tyranid); HD 3d10+3; hp 19; Mas 13; Init +2; Spd 60ft fly; Defense 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB +3; Grap +0; Full Atk as a flamethrower; SQ: Tyranid Traits, Synaptic range 30 feet, DR/DRT: 5/+2; Fort +4, Ref +3, Will +3; Ld +0; Str 13, Dex 14, Con 13, Int 8, Wis 15, Cha 6.
Skills: Listen +7, Spot +7
Feats: Alertness, Run



Hormagaunts
Great swarms of Hormagaunts are employed in wave attacks against the enemy in battle, often being used to exhaust the defenders before the main attack is launched. Hormagaunts are extraordinarily single minded in their purpose of closing with their foe and eviscerating them with their scythe-like claws, bounding forward regardless of pain or injury. They are very fast and seemingly indefatigable, constantly moving in restless swarms which seem to be made of nothing more than rippling claws and ridged plates.

Hormagaunts appear to be another genetic manipulation of the Termagant genus. This bio-form is bigger, more upright with the two sets of upper limbs equipped with well-developed claws for ripping and piercing. The lower legs are long and powerful, tucking up beneath the body when the creature is at rest but flicking out to drive it forward in a series of bounding leaps as it attacks.

The Hormagaunt has a simple digestive tract and sustains itself by draining body fluids from its victims. It stops only briefly to feed, however, as its highly active metabolism constrains it to constantly seek out and attack fresh victims.

There have been reports of Hormagaunts being dropped on planets in mycetic spores similar to the drop pods used by Space Marines. Once they have landed the Hormagaunts act as instinctive terrorists, constantly searching for and attacking native life forms. Hormagaunts are also unusual because they appear to reproduce independently of the Dominatrix. They will lay hundreds of eggs
just below the surface of a planet before their short lifespan is over, making Hormagaunt infestation a serious problem on planets raided by the Tyranids.

Hormagaunt: CR 11; Medium Alien Beast (Tyranid); HD 6d10+6; hp 19; Mas 13; Init +2; Spd 40ft; Defense 16, touch 16, flat-footed 10 (+6 dex); BAB +6; Grap +9; Atk +12 melee (1d10+3 [drp 0], claw); Full Atk +12 melee (1d10+3 [drp 0], 2 fore claws) and +10 melee (1d10+3 [drp 0], 2 mid claws) and +8 melee (1d8+1 [drp 0] bite); SQ: Tyranid Traits, Synaptic range 30 feet, pounce, bounding leap, DR/DRT: 7/+2; Fort +7, Ref +11, Will +3; Ld +0; Str 17, Dex 22, Con 15, Int 4, Wis 13, Cha 6.
Skills: Hide +12, Move Silently +11, Listen +5, Spot +5
Feats: Stealthy, Multiattack, Spring Attack.
Special
Pounce (ex): If a hormogaunt leaps upon a foe in the first round of combat, it can make a full attack even if it has has already taken a move action.
Bounding Leap (ex): A hormogaunt can charge up to 3 times his normal move range rather than just twice his normal move range.


Ripper Swarms
As the Tyranids overrun the defences of a planet they rapidly assimilate the genetic imprint and biomass of every living thing on that world. Once all resistance has been eliminated the world is stripped down to bare rock and then all of its moisture, atmosphere and nutrients are absorbed by the hive fleet. In the initial phases of this process millions of voracious Tyranid organisms are released all over the planet. They move across its surface multiplying and consuming everything in their path, leaving an empty and desolate wasteland behind them. Eventually these organisms are reabsorbed by the hive mind and re-evolved to perform different functions, depending on the genetic imprints they have absorbed.

These organisms are extremely varied but amongst the most common are those known to the Imperial forces as Rippers. Rippers have serpentile bodies around half a metre in length which terminate in a broad head. The head portion is split by a broad maw full of row upon row of exceedingly sharp ripping hooks and razor edged bony ridges which it uses to slice and tear organic matter. Rippers are energetic and persistent so they are quite capable of pulling down creatures many times their own size. Huge swarms of Rippers are often seen on the battlefield, advancing on the heels of Tyranid assault forces.

Ripper: CR 11; Tiny Alien Beast (Tyranid); HD 1d10+1; hp 6; Mas 13; Init +2; Spd 20ft; Defense 12, touch 12, flat-footed 12 (+2 size, +0 Dex); BAB +1; Grap -6; Full Atk +2 melee (1d4+1 [drp 0], bite); SQ: Tyranid Traits, Synaptic range 10 feet, DR/DRT: 4/+1; Fort +3, Ref +2, Will +2; Ld +0; Str 12, Dex 10, Con 13, Int 2, Wis 15, Cha 6.

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Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.

Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

You might want to look at the 3rd ed Kython from the Book of Vile Darkness for ideas also, given that they are basically Nids anyway

Stats shouldn't be too hard to adapt.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Ascalam wrote:You might want to look at the 3rd ed Kython from the Book of Vile Darkness for ideas also, given that they are basically Nids anyway

Stats shouldn't be too hard to adapt.

Either the Kyton, or use the Lion (Or a Spider) as a basis.

Many of the animals (and vermin) have stats that would work for Nids.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
 
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