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Ability Score Increase. Your Dexterity score increases by 1. You have strong, but unwieldy, wings that give you a flight speed of 15 feet. Like the statues from which you get your name, you watch for threats to your brood. You are proficient in Perception Ripper[ edit ] The rippers are small, snake-like organisms designed to devour biomatter so that new DNA and nutrients can be absorbed by the Hive ships.
They are released in the final stage of a tyranid invasion. Your Intelligence score increases by 1. Your size is Small. Rippers are essentially feeders to the Hive. They have to make sure nutrients are clean for use and consumption. You know and can cast the purify food and drink spell at will once. You regain use of this spell after finishing a long rest. They are so called rippers due to their vicious bite. You may attack with your bite, which you are proficient in, dealing 1d6 piercing damage on hit.
Genestealer[ edit ] The genestealers are ferocious humanoid creatures, supposedly derived from human DNA, that are used as a vanguard to the tyranid invasions. One ability score of your choice increases by 1. Appear Human. You look and appear human. Checks to discern your true nature roll with disadvantage.
Assess Gene. You are superior in your abilities to find the conditions of creatures form only a small bit of their DNA. As an action, you may examine a fluid, flesh or hair and ascertain if it was bio-matter or artificial. If it is bio-matter, you know what creature type it came from.
Carnifex[ edit ] The Carnifexes are originally known as screamer-killers — hulking, living battering rams, armed with a variety of biomechanical, symbiotic weaponry. They are used for assaulting fortified positions and as armor formations, such as during boarding actions. Your Strength score increases by 1. As normal, you cannot increase an ability score over Hulking Muscle. You are very strong, capable of lifting more than others, jumping farther, and so forth.
You are proficient in the Athletics skill. You have two large blades that grow from your arms that are able to make unarmed strikes. Raveners[ edit ] These beasts are designed for fast assaults against lighter enemies and dig through the ground to perform surprise raids.
When you take the Attack action on your turn, you may make a physical burst and attack twice instead. You must finish a long rest before using this trait again. You have a burrowing speed equal to your base walking speed. Zoanthropes[ edit ] The zoanthropes are a type of psychic artillery, whose highly evolved brains swell out of proportion with their bodies. Through their use of psychic powers they can perform a number of roles on the battlefield.
You know the psionic talent mind thrust. You also know one psionic discipline of your choice from the Avatar order, but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline unless you have psi points from another source. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3.
If you gain psi points and have a psi limit from another source, the psi points are added together and you use the higher psi limit. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest. Your brains make you smart not only in battle but other things as well. You are proficient in two Intelligence skills of your choice.
Biovores[ edit ] The biovores are sluggish, sessile creatures, usually used as slow-moving tanks for others to take cover behind. Your Constitution score increases by 1. Being sluggish makes you a perfect wall against those who would want you to move otherwise. You have advantage on saving throws against being moved against your will. You may be slow, but you are also steady, making it hard to change your pace.
Your stride cannot be interrupted or hastened. You are immune to effects that would alter your speed. Spells like haste or slow no longer change your movement speed.
But you will still gain the other benefits or detriments of the spells. Feats and class features can still give you extra movement speed.
Codex: Tyranids (5th Edition)
Ability Score Increase. Your Dexterity score increases by 1. You have strong, but unwieldy, wings that give you a flight speed of 15 feet. Like the statues from which you get your name, you watch for threats to your brood.
Download: Warhammer 40k 8th Edition Tyranids Codex Pdf.pdf
Likewise, they possess a fair amount of support units, capable of either buffing or debuffing units as need be, or otherwise acting as force-multipliers to the army as a whole. In melee, the Tyranids operate off numerous cheap infantry, complemented by larger and far pricier Monstrous Creatures; the former are exceptionally point-efficient at taking out enemy infantry, and when properly supported will defeat most anything in close-combat on account of their high initiative and mass of Poisoned attacks. In some cases it is a good idea to make assaults into cover using heavy linebreakers like Trygons since the overwhelming majority of Tyranid units every Troop Choice in the codex lack Frag Grenades. This said, the generally Fearless nature of Tyranids means that if one is not careful, a well-executed multicharge can overwhelm multiple Broods and pile up the No-Retreat Wounds.
Tyranid (5e Race)
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. Each entry is broken up into several categories: Special Rules: These are rules that apply to the unit individually and make the unit individual. These rules always apply to that unit. Biomorphs: Many Tyranid units have individual wargear detailed in their entry. These items are only used by Tyranids and are exclusive to the unit they are listed with.