Screamer-Killer-Type
A carnifex-style horror specialized in panic and melee.
Threat File — Screamer-Killer-Type
TR 13 · TyranidsSaves: Toughness +11, Strength +11
Senses: Senses prey by vibration and scent out to 60 ft.
The Scream. Each round the screamer-killer charges or kills a creature, every enemy within 60 feet makes a Willpower Save DC 16 or is Frightened until the end of its next turn. The scream is not a side effect; it is doctrine.
Chitin Fortress. The screamer-killer ignores any single hit that deals 5 or less damage.
Panic Harvest. Its attacks have Advantage against Frightened, Pinned, or fleeing targets. It was bred to prefer them.
Crushing Claws. The screamer-killer makes two attacks. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 7 slashing damage.
Bio-Plasma Roar. Each creature in a 30-foot cone makes an Agility Save DC 16, taking 5d8 energy damage on a failure or half on a success. Frightened creatures make this save at Disadvantage. Recharge.
Terror Charge. The screamer-killer moves up to its Movement in a straight line. Each creature within 10 feet of its path makes a Willpower Save DC 16 or is Frightened until the end of its next turn; it may then make one Crushing Claw attack that deals +2d10 damage.
Backhand Sweep. When a creature within 10 feet damages the screamer-killer with a melee attack, it may make one Crushing Claw attack against that creature.
Morale: Does not make Morale checks under synapse. Without it, the scream continues but the target selection becomes everyone's problem equally.
Tactics: Open with the scream from out of sight and let the party fight their own nerves first. Drive it at whichever flank failed its checks — it converts fear into geometry, folding the line at its weakest hinge. Discipline is its counter, so attack whoever has the least.
Loot / Evidence / Hooks: Its resonating throat-chambers, preserved intact, have been weaponized as sonic projectors by at least one radical magos.
Enemy Dossier
GM ReferenceA screamer-killer-type is a carnifex strain bred for terror as a weapon system: it announces itself with a resonant shriek that empties bowels and firing positions alike, then closes with bio-plasma and claws. The scream is not a side effect; it is doctrine.
Use this enemy when you want a monster encounter where morale fails before armor does — the swarm's answer to disciplined infantry.
Threat Profile: Monster-grade durability, fear projection as primary weapon, devastating melee and bio-plasma, charge pressure, breaks formations before it touches them.
The Scream. Its shriek forces fear checks in a wide radius each round it charges or kills; failed checks leave targets shaken or fleeing.
Chitin Fortress. Ignores any single hit below a damage threshold.
Panic Harvest. Its attacks gain Advantage against Frightened, Pinned, or fleeing targets; it was bred to prefer them.
Bio-Plasma Roar. Cone of plasma delivered mid-scream; targets that failed their fear check save against it at Disadvantage.
Crushing Claws. Heavy paired melee for whatever held its ground.
Terror Charge. A straight charge that forces fear checks along its whole path before impact.
Morale: No Morale under synapse; without it, the scream continues but the target selection becomes everyone's problem equally.
Tactics: Open with the scream from out of sight and let the party fight their own nerves first. Drive it at whichever flank failed its checks — the screamer-killer exists to convert fear into geometry, folding the party's line at its weakest hinge. Discipline is its counter, so attack whoever has the least.
Full Stat Block Priority: High