Synapse. If the Tyranid is within range of a synapse node creature it gains advantage on all charisma savingthrows, +1 to their damage roles and immunity to the charmed condition.
Siege Monster. The hierophant deals double damage to objects and structures.
Legendary Resistance (3/Day). If the hierophant fails a saving throw, it can choose to succeed instead.
multi attack. The hierophant makes two attacks with its titanic scything talons.
apex beast. When the hierophant attacks a battle shocked creature, it adds a +1 to all attack and damage rolls.
Stalking forward. The hierophant ignores difficult terrain.
Titanic scything talons. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 10) slashing damage.
Dire bio-cannon. RangedWeapon Attack: +19 to hit, range 120/240 ft., one target. Hit 34 (6d8 + 10) poison damage.
Bio-plasma torrenf (recharge 3-4). Ranged torrent Attack: DC 22 dexterity saving, range 30 ft cone., all targets. Hit: 24 (4d12) psychic damage and half as much of a successful save.
Lashwhip pods. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 22 (2d8 + 10) bludgeoning damage.
Feel no pain (4+). The hierophant can roll to negate damage, when it takes damage it can use its reaction to roll a d6-1, if it rolls above a 4 the damage is reduced to 0, it can use the ability once per day, but If it fails this ability is not used up.
Description
Hierophants are gargantuan specimens of Tyranid adaptation, created to rival the largest war machines and annihilate any resistance. Towering over the battlefield on spined legs that skewer tanks with ease, these apex-beasts spray foes with devastating bio-weapons, their thick chitinous plating making them almost impervious to injury.
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