Ravener
A burrowing shock organism that attacks from beneath.
Threat File — Ravener
TR 7 · TyranidsSaves: Agility +7
Senses: Tremor sense: feels moving creatures through the ground within 60 feet
Tunneler. The ravener burrows at full speed through earth, rockcrete, and deck plating. The map's surface is a suggestion.
Eruption Assault. When the ravener emerges from the ground it attacks in the same motion; Reactive Fire cannot trigger on its emergence.
Burst From Below. The ravener erupts beneath a creature it has sensed. That creature makes an Agility Save DC 14 or is knocked Prone, then: Melee Attack: +7 to hit, reach 5 ft. (Advantage against Prone targets). Hit: 2d10 + 3 piercing damage.
Scything Coils. The ravener thrashes free of the ground, making two attacks against one or two adjacent targets. Melee Attack: +7 to hit, reach 5 ft. Hit: 1d10 + 3 slashing damage.
Resubmerge. The ravener dives back underground without provoking Reactive Fire. Until it next emerges it cannot be targeted, and it repositions up to its burrow speed.
Slither Under. Once per round, when a melee attack misses the ravener, it may burrow 10 feet straight down, leaving the attacker facing empty ground.
Morale: Does not make Morale checks under synapse. Without it, it hunts by tremor-instinct and can be baited into ambushes by anything that stamps.
Tactics: Telegraph with tremors, dust, and cracking floors — then erupt somewhere else. Target the party's anchor: the heavy gunner, the doorway, the medic's corner. Counterplay is prediction, bait, and denying it soft ground; broods of three erupt in sequence, not together.
Loot / Evidence / Hooks: Its digging claws, mounted on a powered rig, cut mine galleries faster than Imperial boring gear.
Enemy Dossier
GM ReferenceThe ravener is a serpentine burrowing organism that attacks from beneath: floor, street, or trench wall, without preference. The first sign is a tremor; the second sign is the melee already happening.
Use this enemy to break the party's line from below and make no position on solid ground feel held.
Threat Profile: Medium-high durability, burrowing assault mobility, shock melee on emergence, retreats underground between strikes, immune to conventional overwatch.
Tunneler. Burrows at speed through earth, rockcrete, and deck plating; the map's surface is a suggestion.
Eruption Assault. Emerging from the ground, it attacks in the same motion; Reactive Fire cannot trigger on its emergence.
Tremor Sense. Feels footsteps through the ground; the party's positions are known unless they stop moving.
Burst From Below. Erupts beneath a target; the target saves or is knocked prone with the ravener's full attack incoming.
Scything Coils. Multiple melee attacks against adjacent targets as it thrashes free of the ground.
Resubmerge. Dives back underground, ending the round untargetable and repositioning for the next eruption.
Morale: No Morale under synapse; without it, it hunts by tremor-instinct and can be baited into ambushes by anything that stamps.
Tactics: Telegraph with tremors, dust, and cracking floors — then erupt somewhere else. Target the party's anchor: the heavy gunner, the doorway, the medic's corner. Between strikes it is underground and unhittable, so the party's counterplay is prediction, bait, and denying it soft ground. Broods of three erupt in sequence, not together.
Full Stat Block Priority: Medium