Gargoyle
A winged gaunt harassing exposed targets.
Threat File — Gargoyle
TR 3 · TyranidsSenses: Sees normally in total darkness
Winged Tide. The gargoyle flies at full speed and ignores ground terrain entirely. Cover without overhead protection grants no Defense bonus against its attacks from above.
Shrieking Descent. The first time each scene the gargoyle dives at a creature that has not faced airborne tyranids before, that creature makes a Willpower Save DC 11 or is Frightened until the end of its next turn.
Synapse-Borne. Under synapse the gargoyle presses attacks no flying animal would. Without it, it circles, scavenges, and flees resistance.
Fleshborer. Ranged Attack: +4 to hit, range 40/120 ft., one target. Hit: 1d6 + 1 piercing damage. Exposed targets are hit at Advantage.
Talon Dive. If the gargoyle flies at least 20 feet downward toward its target: Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage, and the target makes a Strength Save DC 11 or is knocked Prone.
Wheel and Return. When a ranged attack misses the gargoyle, it may fly up to 15 feet without provoking Reactive Fire, repositioning for a new attack vector.
Morale: Does not make Morale checks under synapse. Without it the flock disperses skyward and becomes a scavenger problem instead of a military one.
Tactics: Arrive when the party has settled into good ground cover and attack the angle their cover does not face. Gargoyles herd more than they kill — driving prey into the open where the ground broods are waiting. Rotate attack vectors every pass.
Loot / Evidence / Hooks: Wing membranes cure into a light, tough fabric that void-scavengers pay for by the square foot.
Enemy Dossier
GM ReferenceThe gargoyle is a winged gaunt: a shrieking airborne organism that harasses from above and makes rooftops, walls, and open sky enemy territory. It exists to strip away the party's belief that up is safe.
Use this enemy to add vertical pressure to a swarm, harass gun lines from above, and drive the party out of positions the ground wave could not reach.
Threat Profile: Low durability, flying mobility, harassing bio-weapon fire and diving attacks, swarm coordination under synapse, scatters without it.
Winged Tide. Flies at full speed and ignores ground terrain entirely; cover without overhead protection is not cover.
Shrieking Descent. Its diving attacks force fear checks on targets that have not faced airborne tyranids before.
Synapse-Borne. Under synapse it presses attacks no flying animal would; without it, it circles, scavenges, and flees resistance.
Fleshborer Strafe. Diving ranged attack along a line of targets; Exposed creatures suffer worst.
Talon Dive. Plunging melee attack; a hit target saves or is knocked prone.
Wheel and Return. Disengages upward without provoking Reactive Fire and re-attacks from a new vector.
Morale: No Morale under synapse; without it the flock disperses skyward and becomes a scavenger problem instead of a military one.
Tactics: Time the gargoyles to arrive when the party has settled into good ground cover, and attack the angle their cover does not face. They herd more than they kill — driving the party into the open where the ground broods are waiting. Rotate attack vectors every pass.
Full Stat Block Priority: Medium