Carnifex (5e Creature)

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Gargantuan monstrosity (tyranid), chaotic neutral

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

28 (+9) 16 (+3) 25 (+7) 3 (-4) 18 (+4) 5 (-3)

Saving Throws Int +5, Wis +13, Cha +5
Skills Acrobatics +12, Athletics +18, Perception +13
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 120 ft., passive Perception 25
Challenge 30 (155,000 XP)

Legendary Resistance (2/Day) If the carnifex fails a saving throw, it can choose to succeed instead.

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

Pierce Armor If the target is hit by a Melee Weapon attack action, any Armor Bonus from equipment is reduced by 3 until repaired. This effect does not stack with subsequent attacks.

Reflective Carapace. Any time the carnifex is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d12. On a 1 to 11, the Carnifex is unaffected. On a 12, the Carnifex is unaffected, and the effect is reflected back at the caster as though it originated from the carnifex, turning the caster into the target.

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

Breath Attacks. The carnifex has two breath attacks and can perform 3 a day.


Multiattack The carnifex performs three Claw actions, one Bite, one Spine, and possibly a Breath Attack, if able.

Rush. The carnifex can choose to make a spine attack and then move at least 20 feet in a straight line. All creatures in this path must make a DC 15 Dexterity saving throw. Those that fail take the damage from a standard spine attack, plus an additional 1d10 per 5 feet the carnifex traveled when the target was hit. For example: The carnifex moves 25 feet and one creature fails the save. Since this creature was 10 feet away from the carnifex's starting point, it takes 3d10 plus 2d10 for the space traveled.

Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 27 (4d12 + 9) slashing damage.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 27 (4d12 + 9) piercing damage.

Spine. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 9) slashing damage.

Bio-Plasma. Ranged Breath Attack: +13 to hit, range (80/320), one target. Hit: 30 (6d10) necrotic damage. This action is preceded by a screech. Creatures that aren't Tyranids within 60 feet who can hear make a DC 20 Wisdom saving throw. Those that fail take disadvantage on attack rolls for 2d4 rounds and cannot receive verbal communications for 1d4 rounds. Anything that succeeds on the saving throw is not immune to screeches.

Bile. Melee Breath Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (5d8) acid damage. The bile covers 20 square feet for three days and is corrosive. Armor becomes greatly sundered if the bile douses it, reducing the target's Armor Bonus from equipment by 4 until washed. The affected area is considered difficult terrain until cleaned or the 3 days has passed. If not cleaned by that time, the affected ground becomes untraversable.

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.

Flesh Hooks: The underside of a carnifex has 6 flesh-hooks; barbed appendages that impale a target to drag it closer. These have a range of 40 feet. A carnifex cannot fire any independently. All must be used in tandem with the others.

The target makes a DC (25 – squares from carnifex) Dexterity saving throw per hook. If 3 or less hooks attach, and if the target has a melee weapon already equipped, the target can make another DC (20 + # of hooks – squares from carnifex) Dexterity save to sever the hooks. If more than 3 hooks attach, the target is reeled in too fast for a saving throw.

Another creature can attack a flesh hook that is taut as an attack of opportunity if within range. Ranged weapons require a critical hit to sever a flesh hook. Hook lines have an AC of 16 and 15 hit points each.
Once a creature is reeled in, it is placed in a space in front of and adjacent to the carnifex prone. They remain prone with the barbs attached until the end of the carnifex's next turn.

Reeling speed is 10 feet per flesh hook per round. A hook that missed is retracted at 30 feet per round. Creatures hooked are considered grappled until the carnifex releases them. While flesh hooks are extended, the carnifex is considered restrained.


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. The carnifex attempts to intimidate any target it can see and can be seen.

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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