Tyranid, Variant (5e Race)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The description seems to have been mostly copied from Tyranid (5e Race). Thri-kreen (language) is not given a description or native speakers. 00:33, 4 April 2025 (UTC)


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Scales.png This page is of questionable balance. Reason: Coordinator essentially lets someone else have a free turn? Lictors get a blanket skill advantage in addition to dex saves. Zoanthropes have both flying and a feat. Self-sacrifice should probably have a range (likely 5ft.) Also why make the attacker reroll? Just more work for the DM. Zoanthropes 2 skills, a feat, and more.


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Rouge Tyranid[edit]

They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many - so, so many voices. They are coming for us - flesh, body and soul!
—Codex:Tyranids (4th edition), page 66

Physical Description[edit]

Tyrant.JPG
"IMMA' EAT YOUUU!!!"

Tyranids are essentially if locusts mutated, got huge, beefy, and had the blades to decapitate. They commonly have two pairs of arms, but only one is prehensile. The other pair is mantis like blades. A pointed head rests between its arms and shoulders, with angry eyes and a toothy mouth. Their thorax is commonly ribbed to look like an internal skeletal structure down to their abdomen, where it begins to take a more scale like pattern along their belly. They have a strong muscular tail and strong legs. Their entire body is armored in tough scales. They have slight variations in colors and small features like spurs or horns on their scaly natural armor.

History[edit]

The tyranids are an intergalactic alien race that formed somewhere between the void and local group galaxies. They are thought to originate from nothing and so have a desire to devour everything. Their main feature is their evolutionary tactic which formed the Hive Mind or Biologis Magos. It is disputed exactly whether or not they actually evolved to have this trait, or whether some formless deity enslaved them all. Either way, this force drives them and makes them efficient in what they do, which is devouring worlds.

They historically have been a documented force that flies in organized fleets to destroy galaxies. Nothing is left in their wake. With their biological weapons and living spaceships, they easily transport in hordes. They are naturally built with tough armor and blades for hands, making them natural deadly hunters and capable warriors. Even machines are no match for their numbers. Tyranids are equatable to a disease that spreads throughout the body of space, ravaging it and leaving nothing to salvage in its wake.

Society[edit]

Tyranid society is similar to that of colonies of a bee or an ant. The Hive Mind controls and orders all tyranids, who live only to carry out that will. They are all connected via the hive, having no individual consciousness. A majority of tyranids are troops on the ground, with a large variety in typing. This is because the Hive Mind can alter their evolutionary processes to adapt to threats it perceives and modify accordingly, making tyranids an adaptable race of horrors. All facets of tyranid society are based on conquering and basically being a menace to everyone. They are known to absorb all resources of planets through their towers, leaving nothing but barren rock. When met with possible resistance, they simply gas the place with spores and change the environment to their advantage, thus allowing them to assault easily.

Unlike other races which may use inorganic material to forge, tyranids us biomass and gene splicing to biologically engineer weapons of mass destruction. They take material and whatever they consume from planets and pour it into newer, deadlier forms. Even their own bodies are fuel, which makes one wonder if tyranids are just weapons of the Hive itself at this rate, rather than a real race. When tyranids die, their biomass is recollected into pools which the Hive uses to shape into new tyranids. New tyranids may be born this way or by genetic implanting. The second method plants a virulent tyranid gene in a foreign host and subtly forces them to mate with others, breeding tyranid spawn which are instantly loyal to the Hive via the bio-psychic connection. When a tyran id experiences Mental trauma or a similar experience, there is a chance it could become rouge. Broodlords, lictors, zoanthropes and hiveguards are the ony kinds of tyranids that can go rouge. The rest dont have mentel capacity.

Tyranid Names[edit]

Since tyranids have no individual thought and are often expendable, to name them would be a waste. They are essentially just automated weapons. The Hive Mind communicates to them such that they have no need to even talk to another. No one knows if the Hive Mind gives them names or addresses them in any way. Rouge tyranids are differnt though. Becuase they have suddenly gained awareness they choose to take names. Often these are nicknames or hard to pronounce ones.

Tyranid Traits[edit]

Tyranids that have separated of the hive mind and are trying to
Ability Score Increase. You increase one ability score of your choice by 2.
Age. Tyranids live to be about 250 years old before they full degenerate back into biomass.
Alignment. Tyranids would be considered lawful if you consider they follow the hive to a tee. However, their destructive tendencies classify as chaotic evil.
Size. Your size is Medium unless otherwise specified by your subrace.
Speed. Your base walking speed is 30 feet. You gain additional modes of movement based on your subrace.
Shadow in the Warp. Tyranid minds are protected by the great overwhelming synapse that is the hive. You have resistance to psychic damage.
Languages. You can understand spoken Common but you only speak in raving beastly noises and growls. For the purposes of spellcasting, this qualifies for verbal components. You can also speak Thri-kreen.
Subrace. Choose between Broodlord, Lictor, Zoanthropes and Hive Guard.

Broodlord[edit]

These tyranids are devastating in combat and are specifically adept at infiltration on the battlefield to get closer to the enemy. They are very adaptable and highly intelligent, able to coordinate plans of a fleet.

Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Coordinator. On your turn, use your action to allow one on your allies within 5 feet to either take an action, a bonus action, or move.
Perceptive. You gain proficiency in Perception and Insight skills.
Foe Insight. You can spend 10 minutes observing a creature's behavioral patterns. You have advantage on the next attack roll you make against the target.
Fluent. Unlike the usual tyranid, you can speak fluently and coherently in Common. Also, you can speak, read and write two other languages of your choice.

Lictor[edit]

The lictors are deadly organisms bred for their stealthy qualities.

Ability Score Increase. Your Dexterity score increases by 1.
Scouter. Lictors are often sent under guises to surprise enemies behind their own lines. You gain proficiency in the Stealth skill.
Element of Surprise. Lictors are opportunistic and strike easily at those too slow to react. You have advantage on attack rolls against creatures that are surprised.
Master of Stealth. You have advantage on Dexterity (Stealth) checks and Dexterity saving throws. When you reach 3rd level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. While invisible in this way you speed is increases by 10 feet.
Piercing Limbs. You have two rudimentary limbs that you can use to make unarmed strikes. These are sleek, sharp, and fold at the middle but have no digits. When you hit with them, the strike deals 1d4 + your Dexterity modifier blugeoning damage instead of the bludgeoning damage normal for an unarmed strike.
Spider Climb. You have a climbing speed equal to your walking speed, and you can climb on all surfaces without having to make a skill check.

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.

Size. Your size is Small.
Speed. You gain a flying(hover) speed of 30 feet, and your walking speed is reduced to 10 feet.
Psychic. You have natural psychic abilities that allow you to telepathically communicate with creatures up to 60 feet away. The target creature does not need to share a language with you, but they do need to understand a language. The target cannot respond telepathically.
Decrepit Hands. You know the mage hand cantrip. You can have two mage hands at the same time. These mage hands can carry up to 50 pounds each, can wield weapons, and use magic items. Your real arms are too weak to do anything dexterous.
Intellect. Your brains make you smart not only in battle but other things as well. You are proficient in two Intelligence skills of your choice.
Thought Reading. When you reach 3rd level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. You require no material, verbal, or semantic components to cast this spell.
Telekinetic. You have the telekinetic feat.

Hive Guard[edit]

The hive guard are charged with protecting tyranid structures and are capable of unleashing salvo after salvo of intense firepower.

Ability Score Increase. Your Constitution score increases by 1.
Inexhaustible. You are a tough trooper, able to tank attacks and also take offense for long periods of time. You have advantage on saving throws against exhaustion.
Blunt Limbs. You have a second pair of basic limbs on you shoulders that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage instead of the bludgeoning damage normal for an unarmed strike.
Guarding Stance. You use your reaction to reduce the damage the from an attack roll by 1d4 + your Constitution modifier damage (min of 1). You can use this trait once and regain the ability to do so when you finish a long rest.
Self Sacrifice. When a friendly creature would take damage from an attack, you can use your reaction to make the attacker reroll the attack, with you as the target instead.
Carapace. When you aren’t wearing armor, your base AC is 14 + your Dexterity modifier. You must use your natural armor to determine your AC. A shield’s benefits apply as normal while you use your natural armor.

Random Height and Weight[edit]

Small Tyranid
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 2'' +1d6 29 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Medium Tyranid
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 1'' +5d8 176 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Large Tyranid
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
9′ 0'' +2d12 267 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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