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Hive Queen Solitary, Huge, Organized, Intelligent Claws, Boney tail (b[2d12+7] damage 1 piercing) 24 HP 5 armor Reach with tail, Forceful, Near with claws Special Qualities: twin sets of arms, large crest above the head, like xenomorph queen A Hive Queen is the highly intelligent Tyranid bio-form that leads the great Tyranid swarms and directs the evolutionary paths they take as they adapt to each new environment or tactical need. They live in massive caverns in huge chambers at the centre of the Hive and ingest genetic materials. They then churn out through asexual reproduction all the countless types of bio-forms that make up the Tyranid Hive swarm. All Tyranids have links back to a Hive Queen, as the only way for Tyranids to reproduce is through this cloning technique. Although they are sentient beings unlike so many of the other Tyranid bio-forms, they spend their entire lives psychically arguing through the Hive Mind with their "sisters" about how the next swarm of Tyranids could be better adapted to the species' needs. The queens are constantly producing Tyranid organisms and new bio-weapons. Heavily inspired by warhammer40k Instinct: Breed, Control the species
- Call the garrison
- Catalyst, send out a signal from the Hive Mind that infuses lesser Tyranid creatures with an unnatural vitality. (+2 health)
- Psychic Scream (area D8 damage) only sentient creatures affected
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Grox Group, Large horns, tusks, charges (d8+2 damage) 14 HP 1 armor The Grox is a large, fast,territorial and aggressive reptilian animal. Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible. Because of this a Grox is an extremely wanted animal for livestock. But because of its innate agression only a handfull of people can handle the animals. Instinct: Eat, grow up, breed
- Trample
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Ripper swarm Horde, Tiny bite (b[2d8] damage) 11 HP 2 armor Hand Special Qualities: serpentine body, Broad head, vestigial gripping claws Rippers possess serpentine bodies approximately half a metre long that terminate in a broad head above a set of vestigial gripping claws. The head is split by a wide maw filled with rows of exceedingly sharp ripping hooks and razor-edged boney ridges. The Ripper’s powerful jaws can bite through flesh and bone with alarming ease, and they have been known to gnaw their way through steel to reach food. Rippers are energetic and fearless organisms, quite capable of pulling down creatures many times their own size, from a rampaging Grox to an armed man. Once a Ripper's jaws tighten around its prey, they stay clamped shut until a mouthful of flesh is torn away or the Ripper is slain. Huge swarms of Rippers are often seen on the battlefield. Rippers are mindless and will persih when they lose contact to the hive Mind. heavily inspired by warhammer40k Instinct: devour bio-mass and return it to the spawning pit
- Collect bio-mass
- overpower target
- use teeth to ignore armor
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Sightless Abberration Solitary, Large, Terrifying Claws (d10+5 damage 1 piercing) 20 HP 1 armor Reach, Forceful, Far Special Qualities: Eyeless, Noseless, Oversized Mouth, Unnaturally long limbs They failed her. Their only duty was to serve her, the Queen of Decay and they failed. Her wrath knows no bounds, she has cursed them to hunger forever. They will scream in agony for eternity. A haunting howl that lets any nearby unfortunate soul know their suffering. Instinct: To consume living flesh
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Grimline, Archwarrior Solitary, Magical, Intelligent, Cautious, Hoarder, Terrifying Hand axe (b[2d10+2] damage) 16 HP 7 armor Close Special Qualities: Reanimation, Eyes like the end is coming. Grimline was a renounced Mage and warrior before his mysterious death. Some say he killed himself in a faulty experiment, some say he dug to far for knowledge and what he found brought him to an end. Whatever they say, Grimline has found a way back. He is a collector and until his collection is complete he will come back time and again. While he knows much and can be used as a source of information, everything has it's cost. Instinct: To collect every spell in existence.
- Return to complete what he started.
- Reflect a spell onto its caster.
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Starlight Serpent Solitary, Large Fangs (d10+4 damage 1 piercing) 16 HP 2 armor Forceful, Near Special Qualities: Scales that reflect light The starlight serpent, of which there are only thought to be a few left in the world, is a massive constrictor with mirrored scales. The serpent uses its scales to reflect light and blind its target. It can simultaneously constrict one target while striking at another with its fangs. These serpents are sacred to the worshippers of the Kiarash, the King in Starlight. Instinct: To protect the temple vault
- Constrict them
- Temporarily blind them
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Corrupted Megalodon Solitary, Huge, Planar Teeth (b[2d10+7] damage 2 piercing) 24 HP 1 armor Hand, Messy, Reach A corrupted Megalodon is an ancient enormous white shark with tentacles for fins. It can only be summoned from the Abyss by vile necrotic rituals. As long as it is bound to this plane it will feed upon anything that enters its sight, including the summoner if need be. Instinct: to eat
- Eat a person whole.
- Use his tentacles to grab foes.
- Attracted to the scent of blood.
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Krait Slavemaster Solitary, Stealthy, Intelligent Trident (b[2d10+4] damage 1 piercing) 16 HP 2 armor Close, Forceful, Reach The Krait are a race of serpentine humanoids that live down in the deep parts of many lakes. They are cruel and xenophobic, meaning they attack other species at first sight. Krait have a snake-like tail from the waist down, and a lizard-like humanoid body from the waist up. Often they will enslave other races and force them to work until they drop dead. The Slavemaster is the most influential in Krait society. He owns the slaves and watches over them. He is a master of underwater combat using the trident. Instinct: to enslave, to conquer
- Bind slaves in shackles.
- Disarm the foe with the trident.
- Call upon his forces for aid.
- Force the slaves to defend him.
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Krait Necross Group, Stealthy, Magical, Intelligent Hexes (d8 damage) 6 HP 2 armor Close, Ignores Armor, Far The Krait are a race of serpentine humanoids that live down in the deep parts of many lakes. They are cruel and xenophobic, meaning they attack other species at first sight. Krait have a snake-like tail from the waist down, and a lizard-like humanoid body from the waist up. Often they will enslave other races and force them to work until they drop dead. The Necross are responsible for the vile rituals that the Krait are known to cast. Their source of power is primarily necrotic energy. Instinct: to enslave, to conquer
- Drag foes down into the deep.
- Poison foes with necrotic energy.
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Reekeesik Solitary, Huge, Magical, Divine, Planar, Terrifying Claws (d12+9 damage 3 piercing) 28 HP 4 armor Reach, Forceful, Near, Far Special Qualities: Gargantuan, six-legged, ten-eyed rat. Instinct: To cover the world in rats.
- Cover them with rats
- Infect them with disintegrating disease.
- Reveal a secret of the Dark.