CR 1/2
Termagant
Small Aberration, chaotic evil
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Armor class 13
Hit points 5
Speed 40ft
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Str 14 (+2) dex 14 (+2) con 12 (+1) int 6 (-2) wis 12 (+1) chr 2 (-4)
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Skills Acrobatics +4 Stealth +6 Perception +3 Intimidation +3 Survival +3
Condition immediate: charmed
Language-
Senses passive perception Darkvison
Challenge 1/5
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Hive mind
A creature with the hive mind ability can telepathically speak to other creature with the hive mind ability
Fast and agile
The termagant adds it’s dex mod to it’s initiative roll twice
Cunning bugger
The termagant has advantage on an attack roll against a creature if at least one of the termagant allies is within 5 feet of the creature and the ally isn't incapacitated
Loadout
A termagant will only have a Fleshborer, Spike Rifle, Spinefist, Shardlauncher, Strangleweb, or a Devourer
action
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Claws melee weapon attack: +5 to hit, reach 5ft., one target. Hit 1d4+2 slashing damage
Fleshborer Ranged Weapon Attack: +4 to hit, range 60/100ft., one target. Hit:1d6+2 piercing damage
On a hit the target must make a dc 15 con save or take 2d4 piercing as a Fleshborer beetle digs into the target.
Spike Rifle Ranged Weapon Attack: +4 to hit, range 100/200ft., one target. Hit:1d4+2 piercing damage.
After being hit the target will take 1d4 damage from bleeding at the start of their turn until they are healed.
Spinefist Ranged Weapon Attack: +4 to hit, range 30/60ft., one target. Hit:1d4+2 piercing damage.
On a hit the target must make a dc 15 con save or become paralyzed for 1 minute. The paralyzed creature can make another dc 15 con save to end the paralyzed early.
The termagant can make two Spinefist attacks as an action
Shardlauncher Ranged Weapon Attack: +4 to hit, range 60/100ft., one target. Hit:1d4+2 Bludgeoning damage.
Hit or miss all creatures within 5ft of the target must make a dc 15 dex save or take 2d6 fire damage
Strangleweb Ranged Weapon Attack: +4 to hit, range 30ft., one target.
On a hit the target is restrained, If the target is medium or smaller, by a sticky mesh of mucous-like strands.
A restrained creature can make a dc 18 str check to break free, if the creature fails the save they take 1d8 Bludgeoning for each time they failed.
Dealing 5 slashing damage to the mesh(AC 10) also frees the creature without harming it, ending the effect and destroying the mesh. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
As an action the termagant pull the restrained target 30ft. the termagant can not make an attack with the Strangleweb while a creature is restrained by the weapon
Devourer
As an action the Devourer hurles a shower of flesh-worms in a 15ft long 5ft wide line. All creatures in that line must make a dc 13 dex save, on a failed save the target must make a dc 15 con save or take 3d10 damage and they must make a dc 18 con save at the end of there turn or die
Reaction
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Keep the connection alive
When an enemy attacks, deals damage to, or moves within 5ft of a tyranid warrior, the termagant will use it’s reaction to move up to 30ft to the enemy
Run, live, run, hide, live, run!
When the termagant is disconnected from the hive mind it can use it’s reaction to move up to 30ft away from danger as it’s self-preservation instinct will take control
Hive Minds control
The great Tyranid hive mind can take control of a termagant and make it use it’s reaction to move it’s full movement speed to a target