The Dant


The Dant are part of the leader-caste of the Many. They are larger than the Mil and are less psionically capable. Despite this, they are still formidable opponents, partially due to their extra set of arms and their wings. Like the Mil, the Dant are divided into three subcastes: Sky, Storm, and Star. Their eyes glow different colors depending on subcaste: yellow for Air, electric blue for Storm, and white for Star. The Star caste is the only caste of the Many whose members have genders, and they are tasked with forming new colonies.

Dant Player Characters
  • +2 Dexterity, -2 Charisma
  • Medium : Dant of all castes are Medium-sized.
  • Monstrous Humanoid: As monstrous humanoids, Dant are immune to spells and effects that specifically target humanoids.
  • Racial Hit Dice: Dant-caste start with two Monstrous Humanoid racial hit dice, essentially making them second-level characters. This grants them 2d8 HP, +2 BAB, +0 Fortitude, +3 Reflex, +3 Will, and skill points equal to (2+Int)x5. Their racial class skills are Autohypnosis, Craft, Gather Information, Listen, Spot, and Survival.
  • Speed: Dant-caste base land speed is 20 feet.
  • Compound Eyes: Dant-caste have compound eyes, which give a Dant a +2 racial bonus on Spot checks. In addition, these compound eyes grant a Dant darkvision out to 60'.
  • Hive Mind: All Dant within 30' of another Mil, Dant, or Dach are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are.
  • Limited Flight: A Dant can use its wings to glide, negating all damage from a fall from any height and allowing for 20' of forward travel for each 5' of descent. Dant glide at a speed of 40' (average maneuverability). A Dant cannot hover while gliding.

    When a Dant reaches 5 hit dice, it becomes capable of flight at a speed of 40' (average maneuverability). A Dant cannot fly while under a medium or heavier load or while exhausted. A Dant can safely fly in this fashion for a number of rounds equal to their Constitution modifier (minimum 1). They can exert themselves to fly up to twice as long, but are fatigued at the end of the flight. Dant are similarly fatigued if they spend more than 5 minutes per HD per day flying.

    When a Dant reaches 10 hit dice, it becomes more adept at controlling itself while in flight. Dant with 10 hit dice can fly using this ability for any amount of time without becoming fatigued.

    A Dant with 5 or more hit dice can make a dive attack while flying. A dive attack works like a charge, but the Dant must move at least 30' and descend at least 10'. Such a dive attack is only effective while the Dant is wielding a piercing weapon; if the attack hits, it deals double damage. A Dant with 5 or more hit dice can also use the run action while flying, provided it flies in a straight line.
  • Four Arms: Dant have four arms, and thus can take the Multiweapons Fighting feat instead of the Two-Weapon Fighting feat. Dant do not qualify for the Multiattack feat without natural attacks.
  • Subcaste: Dant are divided into three subcastes: Sky, Storm, and Star. Each caste has a separate set of benefits as listed below.
    • Sky Caste:
      • Chitin: Sky-caste have chitinous exoskeletons. They receive a +1 bonus to natural armor class.
      • Sharp Eyes: Sky-caste have sharp vision and are better able to locate targets from afar. They receive a +1 bonus to attack rolls with ranged weapons.
      • Plunging Shot: Sky-caste who use ranged weapons from more than 20' above their intended target deal an additional 1d6 points of damage on a successful hit.
    • Storm Caste:
      • +2 Strength, -2 Intelligence. These are in addition to the stat adjustments provided above.
      • Chitin: Storm-caste have chitinous exoskeletons that are resistant to electricity. They receive a +1 bonus to natural armor class and have resistance to electricity 5.
      • Natural Weapons: Storm-caste have four claw attacks that deal 1d4 damage each, as well as a bite attack that deals 1d6 damage.
    • Star Caste:
      • -2 Strength, +2 Wisdom. These are in addition to the stat adjustments provided above.
      • Chitin: Star-caste have chitinous exoskeletons. They receive a +1 bonus to natural armor class.
      • Networked Manifesting: A Star-caste who manifests a touch-range power or casts a touch-range spell with the harmless descriptor can target any creature currently within 30' and part of its hivemind (see the hivemind ability above).
  • Automatic languages: Common, Auran
  • Bonus Languages: Aquan (for Sky and Storm castes), Celestial (for Star caste), Infernal (for Star caste), Abyssal (for Star caste)
  • Favored Class: Ranger (for Sky caste), Barbarian (for Storm caste), Cleric (for Star caste)