Carnifex (5e Creature)

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Carnifex[edit]

Gargantuan monstrosity (tyranid), unaligned


Armor Class 25 (natural armour)
Hit Points 525 (30d20 + 210)
Speed 50 ft., climb 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 25 (+7) 3 (-4) 18 (+4) 5 (-3)

Saving Throws Int +3, Wis +11, Cha +4
Skills Acrobatics +10, Athletics +16, Perception +11
Proficiency Bonus +7
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 120 ft., passive Perception 21
Languages
Challenge 24 (62,000 XP)


Inscrutable. The carnifex is immune to any effect that would sense its emotions or read its thoughts, as well as any divination that it refuses. Wisdom (Insight) checks made to ascertain the carnifex's intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If the carnifex fails a saving throw, it can choose to succeed instead.

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

Siege Monster. The carnifex deals double damage to objects and structures.

Sure-Footed. The carnifex has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Synaptic Web. Using telepathy, the carnifex can magically communicate with any other tyranid within 120 feet of it.

ACTIONS

Multiattack. The carnifex can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws and one with its spines.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage.

Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) slashing damage.

Spine. Ranged Weapon Attack: +16 to hit, range 30 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Bio-Plasma. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 33 (6d10) necrotic damage.

Bile (Recharge 6). The carnifex exhales bile in a 30-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. In addition, nonmagical armor worn by a creature that takes any damage is partly dissolved and takes a permanent and cumulative -4 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Frightful Presence. Each creature of the carnifex's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the carnifex is within line of sight, 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 carnifex's Frightful Presence for the next 24 hours.

BONUS ACTIONS

Flesh Hooks. Melee Weapon Attack: +16 to hit, reach 40 ft., one creature. Hit: The target is grappled (escape DC 19). Until this grapple ends, the target is restrained, the carnifex can use a bonus action on its turn to pull the target up to 20 feet straight toward it, and the carnifex can't use its flesh hooks against other targets.

LEGENDARY ACTIONS

The carnifex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The carnifex regains spent legendary actions at the start of its turn.

Attack. The carnifex makes one claw attack.
Move. The carnifex moves up to half its speed.
Intimidation (Costs 2 Actions). The carnifex uses its Frightful Presence.

Carnifex Primus

The carnifex is the harbinger of pain and death. They were bred to be living, controllable siege engines for the tyranid hordes. As with all tyranids, there are many variants with natural weapons, appearance, and even levels of intelligence, but all are terrifying.
Carnifexes have no strategy other than destroy when left to their own devices. They are usually directed by a nearby Soldier for strategic prowess and are rarely found alone.

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