Animal, Tyranid
Alignment: Neutral
Initiative: +5 Speed: 50 ft. (10 squares)
Hit Dice: 1d8 (5 hp)
AC/tch/ff: 13/11/12 (+1 Dex, +2 natural)
Saves: Fort +3, Ref +4, Will +0
BAB/Grapple: 3/8 Space/Reach: 10 ft./5 ft.
Attack (melee): Scything Talon +0 (1d6)
Full Attack: 2 Sything Talons +0 (1d6)
Special Attacks: Pounce
Special Qualities: Instinctive Behavior: Feed
Abilities: Str 10, Dex 13, Con 11, Int 2, Wis 10, Cha 6
Skills: Perception +4
Feats: Run, Improved Initiative
Environment: Coast of Frozen Plains, Southern Jungle Organization: Squad (6-10) Brood (10-30)
Treasure: None



Hormagaunts are fast creatures with chitinous swords for front arms. In combat they normally rush head on into conflict with little other thought than impaling and eating their prey. Everything is on the menu. Sometimes a brood will be controlled by a higher organism allowing them to utilize tactics that are less brazen.

Instinctive Behavior: Feed

A brood of hormagaunts not acompanied by a synapse creature will fly into a rage as soon as they encounter a creature without the Tyranid subtype. A raging Hormagaunt gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily and must pursue their prey by running or charging.


A hormagaunt may attack with both of its Scything Talons after a charge move.


Clash of Worlds mengle666 WinWizzard