D&D 3E/3.5 Tyranid Gaunts with the long claws for 3.5 Here is my version

About three days before the crash I had asked about ideas on how to convert the Tyranid creatures to 3.5. Someone returned a reply very quickly (thankyou) and of course I planned to print it out along with any other ideas / conversions given.

CRASH

I have tried Google to locate it but it appears lost. I know this is asking a lot but does anyone have it or anyone have some ideas for conversions of them?


I will be using them possibly as soon as 10 days from now and I hoped to have something on paper by this weekend. This time I will copy / print daily.


Andy
 
Last edited:

log in or register to remove this ad


TYRANID GAUNT INIT+10 SP 40 AC22 /26+/28** (TO16 FT16 ) AL LE CR 7
HD 6d10+2d8+16 (60)
MED MAGICAL BEAST (planar subtype) / PSY WAR 2
SAVES F+10 R+11 W+3 S17 D22 C15 I04 W13 C10
ATTACKS / DAM CLAW +13 melee 1d10+3 damage CRIT 19-20
FULL ROUND CLAW (x2) +13 melee 1d10+3 damage CRIT 19-20
AND a BITE +8 melee 1d4+1 + Poison (FORT DC 14 1d4 WIS x2)
BASE ATT / GRAPPLE: +7 / +10
ARMOR 22/26+/28**(+6dex, +6 Nac, + +4 Psi+, +2 Dodge/Psi Dodge**)
SPEC ATT Poison, Smite Good, FEAR
SPEC QUA Darkvision 60ft, Keen Scent, Low-Light Vision,
Damage Reduction 5/magic, Resistance
SPELL RESISTANCE HD+5 (11)
FACE / REACH 5 / 5
SKILLS Hide +15**, List +5, M Sil +15**
FEATS Dodge, Improv Init, Improved Crit: Claws, Psionic Dodge,
Weapon Finesse
TREASURE none
LANGUAGE Fiendish
BOOK / PAGE Miniature 63 (base creature was the Kruthik) / FIENDISH
TEMPLATE MM 107 PSY WAR EXP PSI 24
HOOK "This is my world and soon yours will be ours again. But first
we need to erase the lice."
NOTES 3.5 Using these as a base for myTyranid Gaunts
HIDE / M SIL Increases to +19 each when in Khyber Pit Zones
SMITE GOOD (SU): 1/day extra damage of hit dice (+6)
DAMAGE REDUCTION (EX): 5 / Magic
RESISTANCE (EX): Cold 5 Fire 5
SPELL RESISTANCE (SU): HD+5 (11)
FEAR (SU): 30ft Cone WILL DC 14 Failure = Panic
Run away from source of the fear.
Run away from other sources of fear. If cornered- Cower.
Lasts for 6 ROUNDS
POWER POINTS (2) POWERS KNOWN 2 LEVEL 1
INERTIAL ARMOR Vis 2 hours +4 ARMOR BONUS
Blocks Incorp
BIOFEEDBACK 2 min DR 2 / -
 

I took a few liberties especially with giving it character classes of Psychic Warrior but it gives it the feel I am looking for.


These creatures are a special type of fiend that live underground and have flourished in Eberron as such. They are Fearsome, Fast, Fierce and Fatal (the four F's). They tend to attack in groups.


Any thoughts?
 

I am not overly familiar with the 40k game. I have played probably 10 times, and I usually play the Nids. If I am correct the Gaunts are the small annoying things that attack in swarms of 20 or more. :D I have created a few variants using their their customization rules. Death Gaunts made for hand-to-hand combat, Larval Guants which have not mutations at all, and the traditional fast Gaunts and gun toting Gaunts. Please correct me if I am thinking of the correct type here.... :uhoh:

I am thinking that the stats that you have created are a lot tougher than I would ever consider making them. If you really wanted to make these the "Nids" a longterm enemy I would start with these gaunts as maybe 2-3HD Abberations and then add a level of Psychic Warrior or so. The status that you have posted do not seem to be for a standard Tyranid soldier. It seems to be for more of and elite unit. Perhaps not a Lictor (spelling) or Tyrant Gaurd but something much more important than the sacrificial meat-shield Gaunt. These stats are probably more appropriate for a Genestealer. I love Gene-Steelers. ;) the gaunts are fast and furious, but above all, they are expendable.

A 3HD HtH Gaunt (2+1) with special abilities would seriously damage a small village militia with no seasoned leaders. A seasoned leader will make not-so short work with a gaunt, which is why they travel in large numbers. Cut what you have in half - 2 HD (Aberr) + 1 HD (Psy Warrior) and that should be a good place to start. This would give a very low level party quite a scare especially if there are more than one present.

?? Long live the Nids! The Mini's hand book has creatures that have a very strong Nid and "Aliens" feel to them.

Just a thought. It has been a few years since I have played! I hope this helps! :D

http://www.serenadawn.com/NID-CodexRules.html
http://kofler.dot.at/40k/tyranid.html
 

I am using the tyranids as a faction or bloodline of fiends for my players to deal with. They are now 12-13 in level (6 players) and I am introducing the creatures now in my Eberron game.

The game plan is my Ol' One Eye HUGE will be a demon lord of 25 to 28th level. He has mutated spawn that generally have psionic talents.

So these Tyranids are more fiendish than an aberration but I want them to have that "horror" feel.

To top things off, they will be facing these creatures and 1/2 golems in an abondoned Cannith lab in Fellfrost ourskirts. It was the place the first attempts at creating warforged were done and it will be creepy.


Thankyou for your input.
 

Here's what I can remember from my hormagaunt:
CE Aberration
3 HD
Abilities: Str 16, Dex 22, Con 14, Int 3, Wis 12, Cha 3
+4 Nat. Armour Bonus
Attacks: 4 claws (primary) and a bite (secondary)
Feats: Multiattack, Weap. Finesse, Imp. Nat. Attack (claws)
SQ: Pounce (can charge and full attack), 60ft. Darkvision, Hive Mind- telepathy with all Tyranids within 60', never flatfooted if an ally isn't.

Unfortunately, I don't currently have the time to put all that into a full statblock, but it's all formulae from there, so you can do it quite easily.
 

I like you basic idea, so yea Fiendish definitely fits more.

Kwitchit and I seem to be on the same page with approximate stats for Gaunts. Your stats definitely seem like a good approximation for basic Genestealers, but adding an extra set of arms will and I think that you will be in there! Muahahaha!

For an interesting spin you could use the Alien like things to be the opposite of your Nids. You could have the 'Nids' and the Alien thingys be enemies from the plane of chaos what ever that is, or there could be an infestation of them there.

Just a few thoughts...

I would love to see how your adventure pans out. Sounds like deadly fun!
Good Luck!
 

I ran the first encounter yesterday and oh boy did it go well despite a few surprises-

Players that made it-

"Bob" Thri-kreen Psy War 12 (12)
"Cedious" Halfling Fit 2 / Rogue 11 (13)
"Talon" Gremling (dwarf/Troll x-breed) Fit 7 (11)
"Ippakak" Elven Arcane Archer (11)
"Pebbles" dwarven cleric / Battle Smith (11)

vs 7 Tyranid Gaunts! CR 13

ment to be slightly challenging to instill fear into players of these creatures.

RD 1 Cleric is bitten and loses a 4 Wisdom right off the bat and the Arcane Archer loses his Fear check and flees. The only reason he remained nearby was the doors they closed as a group required a STR 20 check to open.
RD 2 Cleric loses another 3 Wisdom and is bitten a second time. Another natural 1 is rolled for the save. Loses another 4 Wisom! CAN NO LONGER CASTE SPELLS INCLUDING HEALING
RD 3 Creatures Commit a Crit on Talon.
RD 4-6 Group take out 4 Tyranids as Dwarf goes FULL DEFENSE as she is flanked and seperated from the party.
RD 7 The Arcane Archer snaps out of it and begins to kill a tyranid per round with his arrows
RD 8 All done


The tally
Tryanids
all dead

The players
Talon has lost 1/3 his HPs
Bob has lost 1/2 his HPs
Cedious is nearly out of Darts but otherwise ok
Arcane Archer was made useless for most of battle
Pebbles was completely shutdown and down 1/2 HP and has a long time before she can caste again.

This loss of divine spell casting will be the biggest factor to deal with. The amazing thing of it is how many 1's and 2's were rolled. She only only needed a 4 to pass.


I wonder what the group will think of more of them and their cousins?
 
Last edited:

Remove ads

Top