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Lexicanum

Bio-Titan Larval Horror

A titan-scale biological disaster.

Threat File — Bio-Titan Larval Horror

TR 18+ · Tyranids
TyranidTitanicMonsterStat Block Priority: Boss
Bio-Titan Larval HorrorTR 18+Xenos, War Engine · War Engine
TyranidTitanicMonster
Defense 24 · Vitality 500 · Move 40 ft. · Initiative -1
STR +8AGI -1TGH +8INT +1WIL +7PRS +1

Saves: Toughness +14, Willpower +12

Senses: Sees normally in total darkness, Feels the tread of vehicles and formations through the ground for kilometers

// Traits

Titan-Scale. The titan ignores any hit that deals 15 or less damage. Its Vitality is a formality for anything the party carries: treat killing it as an objective, not an attrition problem.

Larval Weakness. It is still growing: soft plates behind the skull, an unhardened spore vent, a molt-seam along the flank — exactly one such route exists, chosen by the GM and found through reconnaissance, Lore checks, or the mission. Attacks delivered to the weak point ignore Titan-Scale and deal double damage.

Seismic Advance. Each round the titan moves, creatures within 30 feet of its path make an Agility Save DC 17 or are knocked Prone, and structures it passes degrade or collapse. The map shrinks every round it walks.

// Actions

Bio-Cannon Volley. The titan erases a 20-foot zone within 300 feet. Creatures in the zone make an Agility Save DC 19, taking 6d10 energy damage on a failure or half on a success; a creature that fails is also Frightened until the end of its next turn from the impact alone.

Crushing Passage. The titan walks up to its Movement through the district, structures included. Each creature in its path makes an Agility Save DC 19, taking 4d10 + 8 bludgeoning damage and being knocked Prone on a failure, or half damage on a success. Everything in the path is terrain now.

Shed the Swarm. Broods spill continually from its carapace. The titan releases a fresh gaunt brood into a space adjacent to it, directed at whatever has begun to matter. Recharge.

// Reactions

Spore Shroud. When a single hit deals the titan 30 or more damage, it may vent a poisonous cloud in a 30-foot radius around itself. Creatures in the cloud are Blinded and take 1d6 toxic damage at the start of each of their turns; the cloud lasts until the start of the titan's next turn.

Morale: Does not make Morale checks. Nothing on the field can threaten it in a way it is equipped to notice, and its instinct is to feed, grow, and walk.

Tactics: Build the scenario around a kill window — the molt-seam charge, the orbital lance that needs a beacon planted, the toxin that must enter the spore vent — with the titan's advance as the timer and its shed broods as the pressure. Every round should cost map: streets gone, cover gone, routes gone. Killing it is a campaign chapter; surviving it is a good session.

Loot / Evidence / Hooks: A felled larval titan is a biologis mother lode and a strategic salvage site — and its carcass keeps shedding live broods for days.

Enemy Dossier

GM Reference

A bio-titan larval horror is a hive war engine still growing into its final blasphemy: a cathedral-scale organism whose footsteps are artillery and whose immature state is the only reason the record calls it survivable. It is not an enemy; it is a disaster with a direction.

// Battlefield Use

Use this threat as a campaign set-piece — an evacuation, a kill-window operation, or terrain-scale horror the party survives rather than defeats.

// Threat Profile

Threat Profile: Titan-scale durability, area-erasing bio-cannons, crushing advance, spore and swarm symbiosis, objective-based defeat only; its Vitality is a formality for anything the party carries.

// Signature Traits

Titan-Scale. Immune to attacks below a heavy-ordnance threshold; the party's contribution is reaching, marking, or enabling what can hurt it.

Larval Weakness. It is still growing: soft plates behind the skull, an unhardened spore vent, a molt-seam along the flank. Exactly one route to a real wound exists — make the party find it.

Walking Ecosystem. Broods spill from its carapace continually; fighting near it means fighting the swarm it sheds.

Seismic Advance. Its movement collapses structures and knocks creatures prone zones away; the map degrades every round it walks.

// Signature Actions

Bio-Cannon Volley. Erases a zone per shot; survivors save against fear from the impact alone.

Crushing Passage. Walks through the district; everything in the path is terrain now.

Spore Shroud. Vents a poisonous cloud around itself, blinding and choking the approach the party planned.

Shed the Swarm. Releases a fresh brood from its carapace onto anything that has begun to matter.

Morale: No Morale; nothing on the field can threaten it in a way it is equipped to notice, and its instinct is to feed, grow, and walk.

Tactics: Objective and encounter notes are mandatory: build the scenario around a kill window — the molt-seam charge, the orbital lance that needs a beacon planted, the toxin that must enter the spore vent — with the titan's advance as the timer and its shed broods as the pressure. Every round should cost map: streets gone, cover gone, routes gone. Killing it is a campaign chapter; surviving it is a good session.

// Variants
Molting Larval Titan (kill-window scenario)Burrowing Larval Horror (emerges mid-campaign)Matured Bio-Titan (campaign finale, evacuation only)

Full Stat Block Priority: Boss

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