View Full Version : Ravener Stats [D&D 3.5 Tyranid]

2012-06-09, 09:51 PM
This thread (http://www.giantitp.com/forums/showthread.php?t=202565) had stats for a few Tyranids but not the Ravener. Existing forum rules prevent thread necromancy so I have linked to it and will attempt to make something. TBH, I'm making this for my own use but I figured perhaps it might be nice to share the creative wealth.

(Also I know aberrations don't recieve full BAB for HD but I'm going with the flow)


Ravener (Tyranid)
Large Aberration
Hit Dice: 10d8 + 50 (95 hp)
Initiative: +14
Speed: 60 feet, burrow 30 feet
Armor Class: 27 (-1 size, +10 dex, +8 natural)
Base Attack/Grapple: +10/+25
Attack: 4 claws +17 melee (3d8+7, 19-20/x2), 3 claws +12 melee (3d8+7, 19-20/x2), 3 claws +7 melee, 2 slams +17 melee (2d6+7, x2), tail +17 melee (2d6+10, x2), and bite +17 melee (2d6+10, x3)
Full Attack: 4 claws +17 melee (3d8+7, 19-20/x2), 3 claws +12 melee (3d8+7, 19-20/x2), 3 claws +7 melee, 2 slams +17 melee (2d6+7, x2), tail +17 melee (2d6+10, x2), and bite +17 melee (2d6+10, x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 3d6+10
Special qualities: Darkvision 60 feet, feral, hive-controlled, powerful build, specialized tracking, sprint, swift combatant
Saves: Fort +8, Ref +13, Will +7
Ability scores: STR 24, DEX 30, CON 20, INT 2, WIS 10, CHA 14
Skills: Listen +17, Spot +17
Feats: Improved Initiative (racial bonus feat), Improved Multiattack, Improved Multiweapon Fighting, Multiattack, Multiweapon Fighting
Challenge Rating: 10
Alignment: CE

A large creature reminiscent of a snake in some ways bursts forth from the soil with 4 razor sharp talons at the ready. It moves with such speed that it is upon it's target before they can scream and somehow still manages to rend them into pieces after such movement. Thick yet flexible chitinous plates provide armor to this creature.

Raveners are capable of burrowing under the ground for long distances and moving over all manner of terrain at alarming speeds. They have spade-like Scything Talons for digging, snake-like bodies for agile movement, and thorax-mounted biomorphs such as Devourers and Deathspitters. They also bear some resemblance to the Tyranid Warrior species.

A ravener is on average 16 feet in length and weighs 1 ton.

Tyranids are a unique form of life, designed by their Norn Queen to be the ultimate predators. Left to their own devices, they sweep worlds clean of all life, devouring every scrap of organic material before sending it back to their mother to create the next generation.

Unfortunately, without more powerful Tyranids nearby to channel the will of the Queen, these creatures revert to their savage instincts and seek only to prey on the weak. With a synapse creature present, though, they are capable of astounding tactical maneuvers, shredding enemy defenses with brilliant plans.

Powerful Build (Ex)

A ravener is treated as being one size category larger for beneficial purposes.

Rend (Ex)

If a Ravener hits with two claw attacks, it can rend the target creature's flesh for extra damage (listed in the stat block). It may do this for each two claw attacks it successfully makes.

Specialized Tracking (Ex)

Raveners have highly sensitive auditory and visual senses that can detect a broad range of vibrations and energy bands, allowing them to hear small tremors on a planet's surface and also giving them the unique ability to "see" energy-forms emitted by Vox transmissions, sensor-stealth technology and even Teleport Homers. They can effectively hunt prey by detecting an ungaurded signal and tracking it back to its origin. This allows a ravener to track a target regardless of precautions it may have taken (it is not possible to prevent this tracking and the ravener automatically succeeds any survival check needed to track it's target). Furthermore, the ravener is treated as having spell resistance against illusory effects (even if those effects would not normally allow spell resistance) equal to 15 + HD.

Sprint (Ex)

A ravener runs at 600 feet per round, does not tire from strenuous movement, and may freely make turns while running.

Swift Combatant (Ex)

A ravener may make all of it's attacks as a swift action once per round.

Hive-controlled (Ex)

In the presence of a Tyranid with the Synapse Creature special quality, all Tyranids are linked as part of the same hive mind. No Tyranid is considered flat-footed or flanked unless all creatures affected by the synapse effect it is affected by are, and if one Tyranid is aware of an enemy’s presence, all are. If every Synapse creature within range is killed, the Tyranids lose this special quality. While this ability is active, any ability which requires a Will save which is used on the Ravener automatically fails. In addition, Raveners under the effect of synapse may make their additional attacks at no penalty (such as secondary weapon attacks). A ravener has a particular affinity for synapse and may be controlled by an especially powerful synapse creature in a manner similar to how a cleric can control undead.

Feral (Ex)

When the last synapse creature is killed, A ravener defaults to attacking a random target that is fleeing until it or the target is dead or the target it deems weakest (other Raveners are never targeted). Thereafter it continues to attack nearby creatures other than raveners until all targets are exhausted. It may opt to look for prey if no targets remain. Against more powerful opponents it is likely to flee.


Raveners have a +4 racial bonus on Listen and Spot checks.


So how does the CR look? Any other comments?

2012-06-10, 10:00 AM
It's a neat idea that needs a bit of work. It's terribly overpowered and guaranteed to be a TPK for CR 10 but the core ideas just need some tweaking rather than a huge overhaul. Not bad at all.

A little formatting goes a long way to making a creature look good.

You have way too many attacks for the number of claws this creature has. It doesn't even match your description of it. "t bursts forth from the soil with 4 razor sharp talons at the ready."

Furthermore, your attack lines should indicate what kind of claws since it has different types and they should probably do different kinds of damage.

From the Warhammer 4K wiki:

Like most other Tyranids, Raveners have six limbs. One pair of these are large scythe-like claws which they use for tunneling, a second pair will be similar scythe claws or smaller claws useful for tearing apart armored foes. The last pair of limbs are sometimes used to carry ranged weapons such as devourers though otherwise have no special function (The newer models have the last pair of legs as more claws, stating that the ranged weapon is mounted in the creature's thorax, although older models still have them held in hands). Rather than move on legs, as most other Tyranids do, the Raveners rely on their long, snakelike tail to move at high speed across the battlefield.

Let's break it down into something that fits 3.5. It's attacks are as follows: 2 Scything claws primary damage and tunneling, 2 rending claws secondary damage, 2 slams secondary, bite secondary, and tail slap secondary.

Attack is BAB plus Str modifier plus size modifier so its melee attack is 16 not 17. Unless it has improved critical feat, natural weapons should critical on 20 only.

Secondary attacks only add 1/2 Strength bonus in damage as well. Either the scything claw is the primary attack or the bite is. It looks like the scything claw should be the primary attack.

[I]Only the creature's primary attack is listed in the attack line.

Since the multiweapon feats are wasted, let's substitute Improved Critical feat on rending claw and bite.

Attack line only shows the creature's primary attack. Since it seems that the scything claw is the primary attack, only that goes there.

Attack: Scything claw + 16 melee (3d8+7/19-20)
Full attack: 2 scything claws +16 melee (3d8+7/19-20) and 2 rending claws +16 melee (2d8+3) and 2 slams +16 melee (2d6+3) and bite +16 melee (2d6+3/19-20/x3) and tail slap +16 melee (2d6+3)

Feats: Improved Critical (bite), Improved Critical (scything claw), Improved Initiative (racial bonus feat), Improved Multiattack, Multiattack

Armor Class is missing touch and flat-footed AC.

Armor Class: 27 (-1 size, +10 Dex, +8 natural), touch 19, flat-footed 17.

Sprint probably should be limited to a number of rounds per day. A normal run for a ravener is 240 feet. The wording is off a bit since you seem to use running and sprinting interchangeably but they are not. A creature must rest after running for one minute.

Sprint (Ex): A ravener can sprint for 10 rounds per day at 600 feet per round. These rounds do not have to be consecutive. It does not tire from sprinting and may freely make turns while sprinting. This does not stack with any other type of increase in speed.

Swift Combatant is overpowered and it breaks all the timing in a game. It's a TPK. In order to tone it down, have it act like haste. Getting this ability once a day is probably enough as it has a lot of attacks already.

Swift Combatant (Ex): Once a day as a full attack action, a ravener may make one extra attack with all of its attacks as if hasted.