Synapse Creature. The Zoanthrope is considered a Synapse Creature. Tyranids within 5 miles of the Zoanthrope are immune to being frightened. The Zoanthrope is able to communicate telepathically with any Tyranid within that radius. Further, the Zoanthrope can telepathically communicate with other Synapse Creatures on the same plane regardless of distance.
Death Shock. When the Zoanthrope dies, it explodes in a blast of psychic energy. Each creature within 30 feet of it must make a DC 19 Intelligence saving throw, taking 18 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Any Synpase Dependent creature within 5 miles of the Zoanthrope immediately loses its connection to the Hive Mind, regardless of any other Synapse Creatures being present.
Psionic Spellcasting. Zoanthropes don't cast spells like a typical spellcaster, instead spending Psionic Points to use their powers. The Zoanthrope has 30 Psionic Points, and recovers all expended Psionic Points when they finish a long rest. Each spell listed on the Psionic Spellcasting trait has a minimum number of points required to cast the spell. Additional points can be spent to up cast spells as per the spells description. Some spells are so powerful that the Zoanthrope can only cast it once, and must complete a long rest in order to cast the spell again.
Dangers of the Warp. The Zoanthrope can cast spells even when they have expended all of their Psionic Points, but doing so comes with a risk. When the Zoanthrope casts a spell without sufficient Psionic Points, it must make an Intelligence saving throw (DC 10 + the total number of Psionic Points spent above the limit). The DC is cumulative for every Psionic Point used and resets after finishing a long rest. On a failed save, the Zoanthrope immediately drops to 0 hit points and dies.
Multiattack. The Zoanthrope makes three Warp Blast attacks.
Warp Blast. Melee or Ranged Spell Attack. +11 to hit, reach 5ft, or range 120ft, one target. Hit: 28 (4d10 + 6) force damage.
Psionic Spellcasting. The Zoanthrope casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19):
Hold Monster (5), Mental Prison (6), Raulothim's Psychic Lance (4), Synaptic Static (5), Wither and Bloom (2)
1/day: Feeblemind (7), Power Word: Pain (7), Psychic Scream(9)
Description
Zoanthropes are perhaps the strangest and most bizarre of the myriad breeds of Tyranid. They have powerful psionic abilities apparently engineered from Illithid and other aberrant genetics from the Far Realmsto form living conduits for the focused power of the Hive Mind. So extreme is their development that their atrophied bodies and bulbous heads are entirely energised by psychic force.
They can move only by psychically levitating themselves, drifting across the battlefield to rain bolts of incandescent psychic power on the enemy or relay the Synapse commands of the Hive Mind to its lesser breeds. Despite their power, however, Zoanthropes sometimes seem to be victims of their own massive energy reserves. After hurling numerous psychic bolts or sustaining their shield for an extended period, their craniums may burst and bleed out, sending them crashing limply to the ground.
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