Large Aberration (Mind Flayer), Any Alignment
Armor Class 14 Natural armor
Hit Points 75 (9d10)
Speed 40 ft.
STR
17 (+3)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
9 (-1)
CHA
9 (-1)
Saving Throws STR +6, DEX +6
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Blinded, Grappled
Senses Passive Perception 13
Languages Etc
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Flashing tendrils: The Tyranid whips everything around it in a 10ft radius anything in the radius must make a DC-13 dex save on a failed save the creature must take 2d8 bludgeoning damage and be pushed back 10ft away they are then also covered in acid until they use an action to get rid of it, the acid does 1d6 on every one of their turns then they half as much on a successful save and aren't pushed back nor are they covered in acid.

Snapping blue: Melee Weapon Attack: The Tyranid slams its tentacle into the target's legs the target must make a dc-13 dex save or be knocked prone: +5 to hit, reach 20ft., 1 target. Hit: 5 (2d8 + 5) [bludgeoning] damage. 

Breaking snap. RangedWeapon Attack: The Tyranid shoots one of its tendrils towards a Target before breaking off the tendril and then doing the same thing again at a different Target on hit the targets must make a dc-13 dex save on a failed save they will be covered in acid until they use an action to clean themselves at the start of their turn they take 1d6 acid damage. The Tyranid takes 5 damage every time it uses this ability: +5 to hit, range 50ft., 2 targets. Hit: 5 each tendril does (1d8 + 5) [acidic] damage.

Bonus Actions

The Blue Tyranid has a bonus action that allows them to jump up to 50 ft away from them in any direction.

Reactions

The Blue Tyranid always has a reaction ready where if it is at 10 hit points or lower it immediately turns into a goopy wall that shoots 10 acid darts at up to 10 creatures each dart does 1d8 piercing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Monster Tags: Mind Flayeraberration

Noot123

Comments

Posts Quoted:
Reply
Clear All Quotes