Kindrol grapple. The Black Tyranid will launch it's ooze like tendrils at the Target before wrapping them in the tendrils, they then have to exceed a DC-12 strength check and if they fail the save they will then become grappled.
Tendril slash. Melee attack: If the target is hit they will be covered in acid that does 1d4 on every one of their turns, they can spend an action to get rid of the acid: +2 to hit, reach 20ft., 1 target. Hit: 2 (2d6 + 2) [acidic] damage.
Ooze launch . Ranged attack: If the target is hit they will be covered in acid that does 1d4 on every one of their turns, they can spend an action to get rid of the acid: +2 to hit, range 50ft., 1 target. Hit: 2 (1d6 + 2) [damage type] damage.
The Black Tyranid has a reaction ready at all times if the Tyranid has 10 hit points or less it immediately starts turning into a goopy wall before it launches 5 goopy darts at up to 5 targets (the Black Tyranid immediately dies after this reaction) each dart does 1d6 acid damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Tyranid is what happens to a mind flare when they no longer want to work for the hive they slowly demorph and turn into a misshapen ooze like creature, as they do this they lose their connection with the hive and become their own being they are made out of a gooey acidic substance that slowly corrodes anything it touches though some of them are weaker than others if left on most substances for a long period of time the acid will most likely melt through it though they can choose to turn it off or on whenever they feel like it.
Tyranids do not like mind flares in mind flares do not like Tyranids saying they are misshapen and horrible creatures that have abandoned the hive.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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