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byaku rai
2011-06-09, 09:11 PM
I've been meaning to introduce Tyranids as a monster in my campaign for a while now, but I just now gotten around to designing them. Here's the Hormagaunt, first of the list. More to come.

Tyranid Hormagaunt
Medium (small?) aberration
Hit Dice: 4d8 + 8 (24 hp)
Initiative: + 4
Speed: 50 feet
Armor Class: 16 (+4 dex, +2 natural)
Base Attack/Grapple: +4/+10
Attack: 2 claws +12 melee (1d10 + 4 each, 19-20/x2)
Full Attack: 4 claws +12 melee (1d10 + 4 each, 19-20/x2)
and bite +7 melee (1d6 + 6, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 3d6 + 12
Special qualities: feral, hive-controlled
Saves: Fort +4, Ref +8, Will +0
Ability scores: STR 18, DEX 18, CON 14, INT 1, WIS 6, CHA 10
Organization: Solitary, Pack (2-5), Brood (10-20), or Infestation (30-50)
Challenge Rating: 4
Alignment: NE

A monstrous creature the size of a small human emerges from the tunnel ahead, jaws slavering. It resembles an insect in some ways, with powerful hind legs for springing and four long scythes at the end of its arms in place of hands. A crest of blood-colored chitin sweeps back from its cranium, matching the armor across its body.

Tyranids are a unique form of life, designed by their Norn Queen to be the ultimate predators. Left to their own devices, they sweep worlds clean of all life, devouring every scrap of organic material before sending it back to their mother to create the next generation.
Hormagaunts are the foot soldiers of the Tyranid army, rushing in seething swarms to overwhelm enemies and cut them down with brutal blows of their four arm-scythes. While relatively fragile compared to their larger brethren, their damage output and numbers allow them to bring down all but the most powerful of defenders.
Unfortunately, without more powerful Tyranids nearby to channel the will of the Queen, these creatures are little more than animals, reverting to their savage instincts and charging blindly at the nearest enemy. With a synapse creature present, though, they are capable of astounding tactical maneuvers, shredding enemy defenses with brilliant plans.

Rend: If a Hormagaunt hits with two claw attacks in the same round, it can rend the target creature's flesh for extra damage (listed in the stat block). If it manages to hit with all four claws in the same round, it can Rend twice in the same round.
So, a full attack, assuming all of them hit:
4d10+16 claw damage (average 36)
2 rends (6d6+24 total, might lower that a bit... average 42 damage :smalleek:)
bite 1d6+6 (average 9. This is really just adding insult to injury, or in this case injury to more injury.)
Total damage: 4d10+7d6+46, average 87 in one round.
Verdict: kill them with fire from a long way away... :smalleek:

Hive-controlled: In the presence of a Tyranid with the Synapse Creature special quality, all Hormagaunts are linked as part of the same hive mind. No Hormagaunt is considered flat-footed or flanked unless all are, and if one Hormagaunt is aware of an enemy’s presence, all are. If every Synapse creature within range is killed, the Hormagaunts lose this special quality. In addition, while this ability is active, any ability which requires a Will save which is used on the Hormagaunt automatically fails.

Feral: When the last synapse creature is killed, the Hormagaunts spend one full round in total confusion, and can take no action. They are considered flat-footed for the duration of this round.
At the end of the round, roll 1d20 for each Hormagaunt, and refer to the chart below.

1-5: Retreat!: The Hormagaunt runs away from the enemies as fast as it can, and seeks to hide at a safe distance.
6-10: Defend!: The Hormagaunt holds its ground, attacking any creature (including other Tyranids) which comes within 15 feet.
11-20: CHARGE!!!: The Hormagaunt charges directly at the nearest creature (including other Tyranids) and attacks it to its fullest ability. When the creature dies, it moves on to the next nearest.

The result of this roll determines the Hormagaunt’s actions until the end of the encounter.

Suddenly Genestealers!

Genestealer (True)
Medium AberrationHit Dice: 5d8 + 10 (35 hp)
Initiative: +10 (+6 dex, +4 Improved Initiative)
Speed: 50 feet
Armor Class: 20 (+6 dex, +4 Natural)
Base Attack/Grapple: +5/+15
Attack: 2 claws +15 melee (1d10 + 6 each, 19-20/x2)
Full Attack: 2 claws +15 melee, 1 bite +12 (2d6+6, x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d6 +16, Corrupt DNA, haste 3/day (self only)
Special Qualities: Hive Mind
Saves: Fort +6, Ref +15, Will +10
Ability Scores: STR 18, DEX 23, CON 14, INT 3, WIS 14, CHA 18
Organization: Solitary, Pack (2-5), Brood (4-8 + 5-10 Hybrids),
Cult (10-20 + 30-40 Hybrids + 1 Patriarch)
Challenge Rating: 6
Alignment: LE

A blur of creamy flesh and blood-red chitin rushes from the shadows, claws moving frantically as it moves impossibly fast towards you. It has a misshapen, bulbous head, with a secondary set of jaws within the first, and two wicked, hooked claws. That’s all you manage to see before it’s upon you…

Genestealers are the advance forces of the Tyranid invasion, appearing under settlements and slowly infesting their host culture until they have invaded every aspect of it, with members of their unholy cult poised at key positions to undermine civilization just in time for the true Tyranids to arrive and mop up what remains.
Unlike their Gaunt cousins, Genestealers are possessed of a sinister, animalistic cunning. Whereas a Hormagaunt will simply charge heedlessly into the midst of the foe, seeking to cause as much damage as possible before succumbing to its wounds, ‘Stealers are smart enough to hold back, grouping in large numbers before engaging the enemy. Even worse, in the presence of their Patriarch (the original ‘Stealer of an invasion, grown to immense size and personal power) they are possessed of a collective mind, making them extremely difficult to fight for even seasoned warriors.
Worst of all is their haste ability, used liberally at the start of each battle, or before if possible, which turns the creatures into frenzied blurs of claws and teeth, ready to shred anything which comes close…

Rend: If the Genestealer hits with two claw attacks in the same round, it can rend the flesh of its opponent for extra damage.

Corrupt DNA: Perhaps their most dangerous ability, this is what gives the Genestealers their name and the majority of their influential power over humanoids. If a ‘Stealer pins an opponent or renders an opponent helpless, it can inject Genestealer DNA into the victim. This has a number of effects:
1. The victim is considered dazed for the duration of the battle and for 3d10 minutes afterward.
2. The victim automatically fails Will saves against Genestealer Patriarch domination abilities and his Aura of Devotion.
3. Any children the character makes are born Genestealer Hybrids.
4. The victim’s alignment takes one step towards lawful and one step towards evil (so a CG character would become TN).
The victim can make a DC 19 Fortitude Save to resist this effect. On a success, the character is immune to that Genestealer’s Corrupt DNA ability from then on. Characters who make the save are generally simply killed, as ‘Stealers lack the intelligence and patience to trade places and allow another to make an attempt. If a Patriarch commands it, though, this can take place.

Haste (Su): As the spell, cast by a Cleric of 15th level. Self only. This ability can be use three times per day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.

Genestealer Hybrid
Medium Humanoid (Aberrant)
Hit Dice: 2d8 (10 hp)
Initiative: +3 (dex)
Speed: 40 feet
Armor Class: 18 (+3 dex, +4 chain shirt, +1 natural)
Base Attack/Grapple: +1/+4
Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Full Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Face/Reach: 5 ft./ 5 ft.
Special Attacks: none
Special Qualities: Hive Mind
Saves: Fort +3, Ref +8, Will +5
Ability Scores: STR 12, DEX 16, CON 10, INT 11, WIS 14, CHA 8
Organization: Solitary, Group (2-6), Cult (30-40 + 10-20 Genestealers + 1 Patriarch)
Challenge Rating: 2
Alignment: LE

There is something odd about the humanoid in front of you. He is completely hairless, lacking even eyebrows and facial hair, and there is something unsettling about his presence which you can’t quite put your finger on. Suddenly a hand tipped with razor-sharp, chitinous claws emerges from the depths of his robe, slashing at your face!

Genestealer Hybrids are the result of characters affected by the Genestealer Corrupt DNA ability having children. Manifesting some of the traits of the foul creatures, these loathsome beings further the ends of their dark masters in various ways. Fellow humanoids are captured for the Patriarch to dominate and corrupt, and the Genestealer Cult grows in secret…
The primary drawback of the Hybrids is that compared to their true-blood counterparts, they are pathetic in combat. They have the strength to massacre commoners, but tend to flee before actual warriors rather than dying horrible deaths (unless the Patriarch orders otherwise).

Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.

Genestealer Patriarch
Large Aberration
Hit Dice: 10d8 + 40 (90 hp)
Initiative: +10 (+6 dex, +4 II)
Speed: 40 feet
Armor Class: 26 (+6 dex, -1 size, +8 natural, +3 deflection)
Base Attack/Grapple: +10/+20
Attack: 2 claws +22 melee (2d6 + 10 each, 19-20/x3)
Full Attack: 2 claws +22 melee, one bite +17 melee (3d6+10, 19-20/x3)
Face/Reach: 10 ft./ 5 ft.
Special Attacks: Rend 3d6+16, Corrupt DNA, Some psi-like or spell-like abilities which I want some help with, Dominate, haste
Special Qualities: Hive Center, Aura of Devotion
Saves: Fort +12, Ref +16, Will +20
Ability Scores: STR 30, DEX 22, CON 18, INT 18, WIS 24, CHA 30
Organization: Cult (1 + 10-20 Genestealers + 30-40 Hybrids)
Challenge Rating: 9
Alignment: LE

A monstrous, bloated caricature of a genestealer sits in the center of the room in front of you, glaring at you with malevolent intelligence. Without warning, it moves at you with incredible grace and astonishing speed for a creature its size, its massive claws and razor teeth whirling into a blur as psychic lightning crackles around its body.

Genestealer Patriarchs are the most fearsome of a fearsome race. They are usually the first among the infiltrating Genestealers to corrupt a victim’s DNA, and through a slow metamorphosis become larger and stronger, as well as gaining true sentience and a number of demimagical abilities.
Most dangerous of a Patriarch’s abilities, though, is their ability to dominate lesser beings to serve as their unquestioning slaves. Normal humans don’t stand a chance against the psychic might of the Patriarch, only exceptional beings can hope to fight off the monster’s alien will.

Rend: As the normal Genestealer. Move along.

Corrupt DNA: As the normal Genestealer, but the save DC is 22.

Dominate: As the spell dominate person (CL 20). Usable up to 5 times per day.

Haste (Su): As the spell, cast by a Cleric of 20th level. Does not stack with normal Genestealer Haste. This ability is usable 3/day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Hive Center: Within a distance of 20 feet/Hit Die of the Patriarch, all Genestealers and Hybrids are in constant telepathic communication with each other and the Patriarch at all times. This communication is not interrupted by solid barriers, but can be interrupted by an anti-magic or anti-psionic field (DM’s choice, consult Expanded Psionics Handbook for info about magic/psionics transparency). While in the affected area, all Genestealers are able to use their Hive Mind special quality. The Patriarch also gets this special quality as long as there is at least one other Genestealer in the area.

Aura of Devotion: Whenever a creature approaches within 30 feet of the Patriarch, they must make a will save (DC 19) or see the Patriarch as the ultimate epitome of evolution and development, a perfect being. Upon failure, the affected creature falls prone and remains there until something smacks some sense into it (does at least 1 point of lethal or nonlethal damage) or 5 rounds, whichever is shorter. After these 5 rounds, the creature must make another will save (same DC) or automatically be affected by the Dominate ability. Upon success (or having sense smacked into them) the creature is unaffected by the same Patriarch’s Aura of Devotion and gains a +3 bonus vs. the Patriarch’s Dominate ability for 24 hours.


Attack of Opportunity vs. nitpickers: yes I know that the attack bonuses don't add up. I'm going for a sort of Glass Cannon feel for the smaller 'Nids, with lots of damage but little defense. Slightly pumped attack goes a long way, especially in keeping the critters viable for a few extra levels.

Also hope someone can help me pin down the CR... I'm not very good at determining that.

Aside from that, PEACH, and more to come soon with any luck! :smallbiggrin:

byaku rai
2011-06-09, 09:12 PM
Tyranid Carnifex
Huge AberrationHit Dice: 16d8 + 112 (192 hp)
Initiative: +0
Speed: 25 feet
Armor Class: 32 (-2 size, +20 natural, +4 deflection)
Base Attack/Grapple: +16/+35
Attack: 2 claws +30 melee (3d6 + 11 each, 19-20/x2)
Full Attack: 4 claws +30 melee, 1 bite +25 melee (5d6 + 6)
Face/Reach: 15ft./10 ft.
Special Attacks: Annihilating Charge, Breath Weapon, Rend (4d6+20)
Special Qualities: Hive Mind, Feral Rampage, Fast Healing 2, DR 10/adamantine
Saves: Fort +20, Ref +15, Will +10
Ability Scores: STR 32, DEX 10, CON 24, INT 2, WIS 8, CHA 18
Organization: Usually appears either with various smaller creatures or in groups protecting a Tyranid Warrior or Hive Tyrant
Challenge Rating: 12?
Alignment: CE

*THUD* … *THUD* … *THUD* A monstrous apparition appears before you. Towering over 20 feet tall, with four immense arms ending in chitinous scythes. Each step it takes shakes the earth beneath it as it lumbers toward you. It opens a mouth filled with daggerlike teeth and emits a high-pitched, shrill scream, as eldritch green light begins coalescing around that deadly maw…
Carnifexes are the tanks of a Tyranid invasion, lumbering alongside their smaller, quicker brethren and tearing apart the threats that their lighter companions can’t. With their incredibly destructive abilities and steel-hard hides, they can take out any punishment sent their way and dish it back out twice as hard.
Their main drawback is the fact that in the absence of a Synapse Creature, they tend to go berzerk and destroy anything and everything around them, including their former allies. But when that power is directed at enemies, it’s rarely a problem.
Carnifex tactics (under the influence of the Hive Mind) tend to revolve around the Annihilating Charge and Breath weapon, using the former to wreck enemy defensive emplacements (killing the occupants/defenders is a nice bonus) and the latter to provide artillery support to the smaller Gaunts and Raveners. Without the influence of the Hive Mind, the Annihilating Charge simply serves to get it as close as possible to the nearest enemy, and the Breath Weapon is only for hitting opponents out of reach of the charge attack. They also tend to prefer normal attacks (and full attacks + rend) to special attacks outside the Hive Mind’s influence.
Note: A Carnifex’s natural weapons count as both magical weapons and adamantine weapons for the purposes of overcoming Damage Reduction.

Annihilating Charge: Once every 1d6 + 1 rounds, the Carnifex can make an overrun attack in a straight line at twice its normal movement speed. Anyone in the path can choose to either make a Reflex save (DC 21) to avoid the Carnifex (they are shunted to the side, and only take half damage) or make an attack of opportunity. If they fail the save or choose to attack, they take full claw damage (3d6 + 11), which is then also doubled due to momentum. Any creature or object of Huge size or larger which is in the path takes damage from the creature ramming it like a bull (10d6 + 30). This attack is generally used to either carve a swath through enemy infantry or destroy walls or large weapons.

Breath Weapon: 120 foot line of acid, 12d6 damage, Reflex DC 16.

Rend: See Hormagaunt special attack

Hive Mind: See Hormagaunt

Feral Rampage: Unlike their lesser kin, Carnifexes released from the Hive Mind do not hesitate. There is no round in which they are stunned. They simply start attacking the nearest creature to the best of their abilities, favoring full attacks if possible and Annihilating Charge/ charging and attacking if not. They gain a +5 morale bonus on attacks, damage, and saves, but take a -5 penalty to AC as they don’t care enough to defend themselves.

Fast Healing: The Carnifex regains 2 hit points per round until it is brought below -10 hp (or whatever the death threshhold in the campaign is) and automatically stabilizes if brought between 0 and the death threshhold without actually dying.

Curious
2011-06-09, 10:15 PM
Actually, I think the clawed ones are called Hormagaunts.

byaku rai
2011-06-10, 08:24 AM
*derp* you're right. Fixed. x.x

Apophis
2011-06-10, 09:46 AM
Hive-controlled: In the presence of a Tyranid with the Synapse Creature special quality, all Hormagaunts are linked as part of the same hive mind. No Hormagaunt is considered flat-footed or flanked unless all are, and if one Hormagaunt is aware of an enemy’s presence, all are. If every Synapse creature within range is killed, the Hormagaunts lose this special quality. In addition, while this ability is active, any ability which requires a Will save which is used on the Hormagaunt automatically fails.

You should put a range limit on this.

Also:
Vorpal Tribble's CR calculator...

#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

#3. Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

#5. Add 1 for every two bonus feats it has.

#6. Divide total by 3. This should be its rough CR

Fera Tian
2011-06-10, 11:32 AM
Hormagaunts have a deadly instinctual ability to hunt that needs little direction from the Tyranid Hive Mind. They are so single-minded in hunting that they will ignore personal injury and tiredness until they have run down their quarry. Hormagaunts will then feed upon their prey, ripping pieces of flesh apart with razor sharp teeth. However their extremely fast metabolism will always drive them to constantly seek out new victims. They are usually left to their own devices once a Tyranid attack is underway, though occasionally the Hive Mind will intervene and direct them towards a more distant and more important target.

Hormagaunts, unlike other Tyranid creatures, have the ability to lay hundreds of eggs in the ground and so reproduce independently of a Hive Fleet. Each Hormagaunt has a short lifespan but once one generation has died a fresh wave will have hatched and grown to maturity, ready to carry on ravaging a world where the previous generation left off.

I don't think your PCs will be able to do anything other than die when fighting a swarm of hormagaunts, much less the bigger tyranids. Also they won't scatter if there is no synapses creature around, they just continue to eat fleshies.

byaku rai
2011-06-10, 01:01 PM
I'm adapting them a bit for my campaign. The general idea is to make the PCs target the synapse creature, so they actually stand a chance against the rest in the ensuing bloodbath. These are not strictly canon Tyranids.

@apophis: First of all, shame on you for being here. :smalltongue: second, the range limit will be included in the Synapse Creature special quality.

Apophis
2011-06-10, 01:18 PM
@apophis: First of all, shame on you for being here. :smalltongue: second, the range limit will be included in the Synapse Creature special quality.

You never said I couldn't look at this. :smalltongue: I promise not to metagame.

I also agree with a CR of 4.

Immonen
2011-06-10, 10:34 PM
I don't think your PCs will be able to do anything other than die when fighting a swarm of hormagaunts, much less the bigger tyranids. Also they won't scatter if there is no synapses creature around, they just continue to eat fleshies.

Going by the fluff, that's pretty accurate. Mechanics-wise, have you seen a squad of I.G. in CQC with a Hormagaunt swarm? It's not pretty.

OP: This looks pretty good. I'm actually trying to get a D20 Future game together under a Space Hulk theme, so I'm probably going to use this. Any chance of statting up Genestealers?

Tacitus
2011-06-11, 04:09 AM
Hmm, I don't often prod people towards existing homebrew, but, for your consideration: http://www.giantitp.com/forums/showthread.php?t=157002

Maybe more of a PC perspective than anything else, but it should have some ideas.

Solaris
2011-06-11, 06:27 AM
I don't think your PCs will be able to do anything other than die when fighting a swarm of hormagaunts, much less the bigger tyranids.

In E6, maybe. PCs scale up to superheroic pretty quick.

byaku rai
2011-06-11, 07:56 AM
The idea behind these it to scare the unholy **** out of the PCs when they first encounter them. :smallbiggrin: Even at superheroic, they're gonna be in trouble. Also, fixed the Rend ability. It's listed in the stat block, and I meant to write about it, but I just now got to it...

byaku rai
2011-06-11, 08:05 AM
Going by the fluff, that's pretty accurate. Mechanics-wise, have you seen a squad of I.G. in CQC with a Hormagaunt swarm? It's not pretty.

OP: This looks pretty good. I'm actually trying to get a D20 Future game together under a Space Hulk theme, so I'm probably going to use this. Any chance of statting up Genestealers?

Genestealers are next, posting later today if the muses are favorable...

Solaris
2011-06-11, 09:20 AM
The idea behind these it to scare the unholy **** out of the PCs when they first encounter them. :smallbiggrin: Even at superheroic, they're gonna be in trouble. Also, fixed the Rend ability. It's listed in the stat block, and I meant to write about it, but I just now got to it...

Not with only 24 hp they're not. Sure, they're pretty nasty - and I saw Rend the first time, figured you'd just had it as standard - but not that nasty. Even with that boosted attack and insane rend you gave 'em, they should only be hitting - at most - half of the time against PCs worth anything. They lose initiative to a fighter with Great Cleave, they're in for it. They don't kill a wizard with fireball, they're toast. If they do win initiative, well...

But most importantly of all? Designing a creature that's intended to be a walking TPK is a very bad idea. It's just plain not fun to get slaughtered. Sure, five percent of encounters should be overwhelming - that's what makes them fun to beat - but the majority should not. That's the problem with this creature: It's too weak to be a higher CR, but too lethal in melee to go against lower-level parties.

pilvento
2011-06-11, 09:30 AM
I really, really like where this is going.
But i really think they lack initiative, lots of it.

My idea:

Furious charge: when a gaunt or any tyranid with this rule charges, their initiative bonus is tripled

byaku rai
2011-06-11, 09:43 AM
Not with only 24 hp they're not. Sure, they're pretty nasty - and I saw Rend the first time, figured you'd just had it as standard - but not that nasty. Even with that boosted attack and insane rend you gave 'em, they should only be hitting - at most - half of the time against PCs worth anything. They lose initiative to a fighter with Great Cleave, they're in for it. They don't kill a wizard with fireball, they're toast. If they do win initiative, well...

But most importantly of all? Designing a creature that's intended to be a walking TPK is a very bad idea. It's just plain not fun to get slaughtered. Sure, five percent of encounters should be overwhelming - that's what makes them fun to beat - but the majority should not. That's the problem with this creature: It's too weak to be a higher CR, but too lethal in melee to go against lower-level parties.

I understand and appreciate your argument. The idea is to force the party to fight intelligently, rather than just charging blindly into the midst of a Gaunt nest (instant bloody death, and the players in question have been known to use these tactics). The creatures are really easy to beat if you know what you're doing, but against an unorganized party they can and will kill characters. We have one melee-focused character (a Large warforged warblade/fighter, and i'm fairly sure she has GC) and she's intelligent enough to avoid death. Plus she looted an Ork chainaxe (4d6 +12 damage and +yes to hit), so she's doing pretty much instant death damage to them as soon as they get close. The rest of the party: a flying artificer, a catfolk Swift Hunter, and an elven rogue who's probably going to die soon regardless.

@pilvento: I like the idea, but with their damage output, making them rocket taggers is a bit much. =( maybe when I stat out the carnifex. :smallcool:

Solaris
2011-06-11, 09:53 AM
I understand and appreciate your argument. The idea is to force the party to fight intelligently, rather than just charging blindly into the midst of a Gaunt nest (instant bloody death, and the players in question have been known to use these tactics). The creatures are really easy to beat if you know what you're doing, but against an unorganized party they can and will kill characters. We have one melee-focused character (a Large warforged warblade/fighter, and i'm fairly sure she has GC) and she's intelligent enough to avoid death. Plus she looted an Ork chainaxe (4d6 +12 damage and +yes to hit), so she's doing pretty much instant death damage to them as soon as they get close. The rest of the party: a flying artificer, a catfolk Swift Hunter, and an elven rogue who's probably going to die soon regardless.

Ah, if that's how it is, then okay.

... They're already rocket taggers. Tripling the initiative isn't going to help things.

byaku rai
2011-06-11, 10:53 AM
Genestealers have been added. OMG GENESTEALERS

... On to the Carnifex... *evil chuckle*

byaku rai
2011-06-13, 10:09 PM
Carnifex is up. Sleep now...

Next will probably be Ravener, but I should probably stat out a synapse creature soon. Most likely the Warrior. meh.

Anklebooble
2011-06-14, 02:30 PM
I'm incredibly afraid of that.

Debihuman
2011-06-15, 10:11 AM
Your attack lines are off. Secondary attacks are ALWAYS secondary, even when used as a primary attack.


A creature’s primary attack damage includes its full Strength modifier (1½ times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only ½ the creature’s Strength bonus and are given second in the parentheses.


Tyranid Hormagaunt

Grapple is BAB + Str Mod + Special Size Mod (for Medium Creatures this is +0)
Grapple is +8.

If it has two kinds of Primary attacks, it cannot use them together in a full attack separate them with "OR".

Alternatively, if it has Primary and Secondary attack only the primary is listed in the Attack line and both are listed in the Full Attack, separated by the word "and." Putting a comma between them instead of either the "or" or "and" is confusing.

It looks like its 4 claws are primary and its bite is secondary. Here is how it should look if that is the case: Bite is secondary and uses half the Str bonus.

Attack: 4 claws +8 melee (1d10+4/19-20)
Full Attack: 4 claws +8 melee (1d10+4/19-20) and bite + 4 melee (1d6+2/x3) [Corrected for +4 BAB +4 Str +0 size for Medium creature]

Why did you only list 2 claws in the original attack line when it has 4?

X2 for a critical is standard on natural attacks so you don't have to put it in the stat block.

It isn't necessary to add "for each" in the stat block. That is understood.

The correction above is for a Medium sized creature. Small creatures gain a +1 size bonus to Attack.

Genestealer (True)

Grapple is +9 [+5 BAB, +4 Str, +0 Size]

Attack lines should show the standard attack not one that is hasted.

You should add a section in the Haste line to show combat there rather than iin the stat block. Also it should state how often it can use haste. Is this once a day or more? You also need a Caster Level for this. Is it a Spell-like ability or a Supernatural one. It probably shouldn't be an Extraordinary one.


When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Here are the corrected attack lines.

Attack: 2 claws + 9 melee (1d10+4/19-20))
Full Attack: 2 claws + 9 melee (1d10+4/19-20) and 1 bite +4 melee (2d6+2/x3) [Corrected for +5 BAB +4 Str and +0 size]

I think you can figure out the rest of the attack corrections from this point.

Debby

byaku rai
2011-06-15, 09:24 PM
Fixed the glaringly stupid stuff and specified more on the Genestealer haste ability. Leaving the damage as is because of thematic reasons. Shouldn't have to say it, but any DM who uses this can choose to use the stats as I've made them, or math them themselves. (yes math is a verb.)

Eldest
2011-06-15, 09:39 PM
Quick point: genestealers are sentient on their own. They are the only 'nid that is. They may have a connection to the hive mind, but maybe not, I can't remember. Either way, they are the only 'nid that can work on their own. Think of it this way: if a genestealer on it's own got to a new planet, how would it start spreading the taint if it couldn't think?

jguy
2011-06-16, 12:16 AM
I am curious how you got their attacks bonuses so high. Hormagaunt has +4 BAB and 18 strength. Why does it have +12 to hit instead of +8? Does it somehow get strength and dex to hit? Also, you should list feats given to them since they have 1 int, they are allowed to have feats.

byaku rai
2011-06-16, 06:51 AM
Quick point: genestealers are sentient on their own. They are the only 'nid that is. They may have a connection to the hive mind, but maybe not, I can't remember. Either way, they are the only 'nid that can work on their own. Think of it this way: if a genestealer on it's own got to a new planet, how would it start spreading the taint if it couldn't think?

That's why they have an INT of 3 (lower limit for sentience) and no nice little "feral" thing describing what happens when they're cut off from the HM.


I am curious how you got their attacks bonuses so high. Hormagaunt has +4 BAB and 18 strength. Why does it have +12 to hit instead of +8? Does it somehow get strength and dex to hit? Also, you should list feats given to them since they have 1 int, they are allowed to have feats.


Attack of Opportunity vs. nitpickers: yes I know that the attack bonuses don't add up. I'm going for a sort of Glass Cannon feel for the smaller 'Nids, with lots of damage but little defense. Slightly pumped attack goes a long way, especially in keeping the critters viable for a few extra levels.

As far as feats go, that's pure laziness/lack of time on my part. I'm also working on Eldar Aspect Warrior prestige classes, working two jobs, playing two D&D campaigns, and having my life slowly eaten by Call of Duty. Suggestions for feats would be appreciated. I have a few in mind, just haven't posted.

Tanuki Tales
2011-06-16, 09:24 PM
I thought Carnifexes had full-blown Regeneration after they crafted in the gifts of Old One Eye into the basic Carnifex package.

Dragonxan
2013-01-30, 04:52 PM
I like what you've got so far, but i'm interested to see how you deal with synapse creatures.

Erik Vale
2013-01-30, 06:25 PM
As for introducing rocket taggers, that is what tyranids are. Thats why they use rush/sneak tactics. Played right, they are either TPK or party needs a few dozen healing potions. [I mean, a large group of archers would do fine. Until the synapse creature had a small group sneak up behind,

I was considering pointing out the Swarmlord class [search giantitp-The Swarm Arrives] but it is somewhat weaker what you might want, however at upper end levels you could use a version to represent a hive tyrant.
However, it would make a good way for early style infiltrators [which tyrandids do use... I think].

thethird
2013-01-30, 06:53 PM
have you seen... this (http://www.giantitp.com/forums/showthread.php?t=253053&highlight=Swarm)?

ShadowFireLance
2013-01-31, 01:41 AM
*Repeated, Heavy, And Painful Headesk's*
WHY, OH WHY, Does This come up, AFTER i need them...:smallsigh:

Though, I will say, Good Work.

Mark Hall
2013-01-31, 02:16 PM
The Mod Wonder: CLosed for Necromancy. OP, contact me if you want it reopened.