Extra Limbs. If the carnifex has not moved this turn, it may spend all of its movement this round to make two scything talon attacks against a target within reach as a bonus action.
Regeneration. The carnifex regains 10 hit points at the start of its turn. If the carnifex takes acid or fire damage, this trait doesn’t function at the start of the carnifex's next turn.
Synapse. Tyranid creatures who are within their telepathy range of the carnifex gain the benefits of their Hive Mind trait and do not revert to their instinctive behaviors.
Siege Monster. The carnifex deals double damage to objects and structures.
Multiattack. The carnifex makes two attacks with its scything talons.
Scything Talon. Melee Weapon Attack: +10 to hit, reach 10', one target. Hit: 19 (2d12 + 6) slashing damage.
Venom Cannon (Recharge 6). The carnifex convulses, launching a huge, semi-crystallized glob of corrosive venom at a point it can see within 120' of it. Any creatures within 10' of that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful one. A creature that fails this saving throw takes 7 (2d6) acid damage at the start of each of its turns until it spends an action to clear the acid from its body, or until it is doused with liquid.
Description
Carnifexes are hulking, powerful Tyranid creatures used as living battering rams. They are often armed with the most powerful Tyranid Bio-weapons and are used in shock assaults, spaceship boarding actions, massed battles, and for battering through fortified positions and tank formations.
Lair and Lair Actions
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