Homebrew Garganite Species Details
Garganites are the larger cousins of the scytodites. While their cousins are hunters the Garganites are warriors and defenders.
While some of their kind may roam, a majority live their lives near the scytodite nesting grounds helping to ensure the future for both species.
Religion
Perhaps more devout than their smaller cousins, the Garganites prefer to follow their goddess Sylvathra. For this reason they see themselves as guardians of her will, and protectors of her people. While they sometimes do worship others they have a deep rooted respect for the natural order.
Large and Durable
Despite their larger size the Garganites can be pretty stealthy. Often remaining still until their foes are close enough to strike. That being said if any of their targets attempt to fight back they will often find it a challenging task, as the Garganites have exceptional defenses making it near impossible to break through their dense exoskeleton.
Pincers and Tail
Garganites have the unique ability to transform their humanoid hands into large Pincers at will. These are their primary form of attack as they can be used to crush and strike their target. As a last resort they will strike out with their powerful tails, typically only in extreme need for defensive purposes.
Environment
Garganites often share nesting grounds with Scytodites, living in a symbiotic relationship. While the scytodites will do most of the hunting, the Garganites ensure that their core areas are protected from interoperability.
Garganites are comfortable hiding in dark areas and prefer coming out at night, making them excel in nocturnal combat.
Language
You can speak, read, and write Common and use Common Sign Language. You may also choose one additional language.
Garganite Traits
Your Garganite Character has these traits.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Garganites reach maturity around the age of 8 and live for roughly 100 years.
Size
Garganites grow fairly large and bulky with powerful frames reaching roughly 6-8 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet, and you have a burrowing speed of 10 feet.
Language
You can speak, read, and write Common and use Common Sign Language. You may also choose one additional language.
Darkvision
Accustomed to life underground or only being out during the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Blessed Strike
Your races fervent service to their goddess enables you to draw on some of her divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.
Giant Scorpion Frame
You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Exoskeleton
Exoskeleton. You have an extremely dense exoskeleton that increases your durability. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
You also gain the following skills.
Chitinous Shell. You're already armored body can now be further reinforced. During your turn you can spend an action to cast Chitinous Shell enhancing your AC by 5 for 1 minute and gain temporary hit points by 1d6 + your Constitution modifier. This amount increases when you reach levels 5(2d6), 11(3d6), and 17(4d6).
You can use Chitinous Shell a number of times equal to your proficiency bonus, and your regain all expended uses when you finish a long rest.
Chitinous Aegis. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Sentry's Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Scorpion Weaponry
Garganites have powerful natural weapons they use to defend themselves. A powerful tail used to strike their targets, and large pincers used to grasp and crush their opponents.
Pincer Crush. Your hands can now grow into large pincers or revert back into their normal form. Doing this requires no action. While in their large form you can use your pincers instead to make unarmed attacks. If you hit with them you deal damage equal to 1d6 plus your Strength modifier. When you hit a creature with this attack you can use a bonus action to attempt to grapple the target. This damage increases by 1d6 when you reach levels 8(2d6) and 16(3d6).
Counter Sting. You have a powerful tail that you can used instead to make unarmed attacks. If you hit with it you deal 1d10 plus your Dexterity modifier. If you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your tail. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use your tail a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Menacing Guardian
Menacing Guardian. Your races protective instincts and powerful will to defend others has turned you into an imposing figure capable of striking terror into those that come against you. You gain one of these two traits at level 3, and the other at level 7.
Guardians Fury. You fight furiously to defend yourself and your home. You gain the following benefits.
Increase your Strength or Constitution score by 1, to a maximum of 20.
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
Menacing Posture. When angered, you can radiate menace. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Strike a fearsome pose that inflicts terror into your enemies forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Environmental Awareness
You are more naturally focused on your surroundings and the type of locations you find yourself in. You gain proficiency in either Nature or Survival. You may also choose proficiency in either Perception or Survival.
Previous Versions
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