Gum Golem
Gum Golems possess unusually complex neural structures, allowing them to analyze unfamiliar objects, adapt to danger, and survive catastrophic damage through sheer bodily elasticity.
Gum Golems are often egotistic and self-centered, even when they are socially capable. Their intellect allows them to form groups, build societies, and participate in complex cooperation, but they tend to prioritize their own interests and survival in most circumstances.
Ability Score Increase
Your Intelligence score increases by 1.
Creature Type
You are a Construct.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Insightful Intellect
Your body may be simple, but your mind is not. Gum Golems possess one of the most complex neural structures among living beings, granting them an exceptional ability to interpret unknown objects.
The first time you make an Intelligence (Investigation) check to examine an object you have never seen before, you make the check with advantage.
Gum-conventional Biology
Your body is not compatible with conventional nonmagical healing methods. Nonmagical medicine, bandages, splints, ordinary anatomical treatment, and similar mundane methods cannot restore your hit points unless the DM determines that the method is specifically suitable for your gum-like biology.
This trait does not prevent you from regaining hit points through magic, class features, racial traits, potions, or other supernatural effects.
Stick With Me
You are such sticky, bad gum that not even a hard blow is enough to take you down.
When you are reduced to 0 hit points, you automatically succeed on one death saving throw, if you are making death saving throws, and your body splashes into hundreds of pieces in a 15-foot radius. Your largest gum piece carries your consciousness.
When this happens, roll 1d4. The number rolled determines how many turns it takes for your scattered body to gather itself and regain structural integrity.
While reforming, your largest gum piece is treated as the core of your body. It has AC 4, 4 hit points, and a walking speed of 5 feet. Your instincts force the core to move toward your scattered pieces and reassemble your body.
If the core is not reduced to 0 hit points before the reformation is complete, your body reforms with hit points equal to half your hit point maximum.
If the core is reduced to 0 hit points before the reformation is complete, you begin making death saving throws normally.
Once you use this trait, you cannot use it again until you gain a level.
Heart of Candy
Your unique biology automatically restores itself when exposed to sufficiently sugary substances.
Substances containing refined sugar can adhere to your body at your will. Causing such a substance to stick to you counts as your object interaction on your turn.
If a sugary substance is attached to your body, you can disintegrate and absorb it without using an action.
If you absorb a high-sugar substance, as determined by the DM, you regain hit points equal to 1d8 + your Constitution modifier at the start of each of your turns for 2 turns.
If the substance contains enough sugar to trigger this trait but does not qualify as high-sugar, you regain hit points equal to 1d4 + your Constitution modifier once.
A high-sugar substance might include a honey pie, a syrup-soaked pancake, or a 4 lb. sugar sack. Some substances are too impure to trigger this trait even if they contain traces of sugar, such as carrots, oak sap, or bland rice cakes. The DM determines whether a substance contains enough sugar to trigger this trait.
Sugar Splash
Your sweet nature grants you the ability to release sugar beans from your palms. It is very difficult to hurt anyone with this directly, but producing 5 gallons of candy at a time should give you an idea or two.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you use this trait, you begin producing sugar beans from your palms. You can produce up to 5 gallons of candy, and you can stop producing it at any time. Once you stop, one use of this trait is expended.
The beans emerge at low speed, making it almost impossible to directly harm a creature with them through piercing, slashing, or impact.
The beans are not magical, and their nutritional value is determined by the DM.
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