JNAProductions
2016-09-03, 03:18 AM
Ability Score Increase-Your Dexterity increases by 2. All Gaunts are extremely nimble.
Age-You are formed when the Hive Fleet shows up, and you die when it eats you again. You literally have no digestive track-there's no point to it. Your age is measured in days, and you probably won't last more than a week.
Alternative Age-You somehow managed to be formed with a digestive track and can survive for extended periods of time. You are likely several months old, and will live a few years.
Alignment-Gaunts, when separated from the Hive Mind, have a wide variety of alignments-though usually lean towards hungry.
Size-You stand almost shoulder-height to a man. You are Medium, if on the smaller end of Medium.
Speed-You're a fast bugger. Your base speed is 35'.
Darkvision-The Hive Mind needs you to work in dark places. You can see in the dark up to 60' as if it were dim light.
Hormogaunt
Ability Score Increase-Your Strength increases by 2.
Claws-You have a set of two natural claws you are proficient in. These are light slashing weapons that deal 1d6 damage apiece. At level 6, they count as magical weapons. At level 11, their damage increases to 1d8.
Special Ability-Choose one of the following.
Toxin Sacs-You have built in poisonous sacs. Once per short rest, you may, as a bonus action, coat your claws in poison. This poison deals an extra 2d6 damage on a hit, increasing to 4d6 at level 5, 6d6 at level 11, and 8d6 at level 17. This poison lasts for one hit per claw (normally two hits total, unless you manage to gain extra claws somehow). This poison can be extracted and applied to other weapons (a process that takes one minute) but degrades quickly-it will last no longer than an hour.
Adrenal Glands-You are an expert charger. Any turn in which you take the dash action, you may attack once as a bonus action. If you have Extra Attack, you may instead attack twice. (This is unaffected by having Extra Attack (2 or 3).)
Ymgarl Gene-You have remarkable regenerative properties. You regain one hit point every ten minutes (including if you are at zero hit points), up to half your max HP, and regrow lost limbs in the course of approximately a month. This ceases to function when you die.
Termagaunt
Ability Score Increase-Your Intelligence and Wisdom each increase by 1.
Fleshborer-You have a built-in ranged weapon that you are proficient in in the form of a bio-engineered projectile shooter. This weapon has a short range of 120', a long range of 600', and deals 1d8 bludgeoning damage.
Optional Rule-Since the Fleshborer uses your own body as ammunition, you have a finite amount. Each short rest, you can produce up to 20 pieces of ammunition, and each long rest you can produce 50. You can never have more than 60 stored at a time. If you attempt to fire the Fleshborer when out of ammo, you may do so, but you take 1 point of damage each time it is fired.
Special Ability-Choose one of the following.
Devourer-Your Fleshborer has increased power, at the cost of range. It may now deal 1d10 damage, but has a range of 40'/200'. This replaces the Fleshborer ability.
Ymgarl Gene-You have remarkable regenerative properties. You regain one hit point every ten minutes (including if you are at zero hit points), up to half your max HP, and regrow lost limbs in the course of approximately a month. This ceases to function when you die.
Age-You are formed when the Hive Fleet shows up, and you die when it eats you again. You literally have no digestive track-there's no point to it. Your age is measured in days, and you probably won't last more than a week.
Alternative Age-You somehow managed to be formed with a digestive track and can survive for extended periods of time. You are likely several months old, and will live a few years.
Alignment-Gaunts, when separated from the Hive Mind, have a wide variety of alignments-though usually lean towards hungry.
Size-You stand almost shoulder-height to a man. You are Medium, if on the smaller end of Medium.
Speed-You're a fast bugger. Your base speed is 35'.
Darkvision-The Hive Mind needs you to work in dark places. You can see in the dark up to 60' as if it were dim light.
Hormogaunt
Ability Score Increase-Your Strength increases by 2.
Claws-You have a set of two natural claws you are proficient in. These are light slashing weapons that deal 1d6 damage apiece. At level 6, they count as magical weapons. At level 11, their damage increases to 1d8.
Special Ability-Choose one of the following.
Toxin Sacs-You have built in poisonous sacs. Once per short rest, you may, as a bonus action, coat your claws in poison. This poison deals an extra 2d6 damage on a hit, increasing to 4d6 at level 5, 6d6 at level 11, and 8d6 at level 17. This poison lasts for one hit per claw (normally two hits total, unless you manage to gain extra claws somehow). This poison can be extracted and applied to other weapons (a process that takes one minute) but degrades quickly-it will last no longer than an hour.
Adrenal Glands-You are an expert charger. Any turn in which you take the dash action, you may attack once as a bonus action. If you have Extra Attack, you may instead attack twice. (This is unaffected by having Extra Attack (2 or 3).)
Ymgarl Gene-You have remarkable regenerative properties. You regain one hit point every ten minutes (including if you are at zero hit points), up to half your max HP, and regrow lost limbs in the course of approximately a month. This ceases to function when you die.
Termagaunt
Ability Score Increase-Your Intelligence and Wisdom each increase by 1.
Fleshborer-You have a built-in ranged weapon that you are proficient in in the form of a bio-engineered projectile shooter. This weapon has a short range of 120', a long range of 600', and deals 1d8 bludgeoning damage.
Optional Rule-Since the Fleshborer uses your own body as ammunition, you have a finite amount. Each short rest, you can produce up to 20 pieces of ammunition, and each long rest you can produce 50. You can never have more than 60 stored at a time. If you attempt to fire the Fleshborer when out of ammo, you may do so, but you take 1 point of damage each time it is fired.
Special Ability-Choose one of the following.
Devourer-Your Fleshborer has increased power, at the cost of range. It may now deal 1d10 damage, but has a range of 40'/200'. This replaces the Fleshborer ability.
Ymgarl Gene-You have remarkable regenerative properties. You regain one hit point every ten minutes (including if you are at zero hit points), up to half your max HP, and regrow lost limbs in the course of approximately a month. This ceases to function when you die.