Homebrew Gammott Species Details

Gammott are rare, towering humanoids with blue skin, white hair, and stark white eyes. Their bodies house two large symbiotic organisms known as Maggots—dog‑sized creatures that live within their flesh as essential organs. When externalized, these Maggots can unsettle those unfamiliar with Gammott biology, leading many outsiders to react with distaste, suspicion, or outright fear. Despite this, Gammott live intensely and boldly, embracing their short lives with fierce determination.

Gammott Traits -

Ability Score Increase:

Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Symbiotic Organisms:

Your body contains two Maggots—large symbiotic organisms roughly the size of small dogs or house cats. They are vital organs, normally integrated within your body, but you can externalize them as a bonus action. When externalized, each Maggot occupies a Small space adjacent to you and acts on your turn.

Maggots have the following traits:
AC 14
HP equal to twice your Constitution modifier plus your level
Immunity to poison and disease
Speed 30 feet
They cannot be more than 60 feet away from you.

If a Maggot is reduced to 0 HP, you immediately take 3d6 psychic damage. For each Maggot that remains dead, you take 3d6 psychic damage every hour until you finish a long rest. During a long rest, your body regenerates any slain Maggots. You cannot use Symbiotic Metabolism while any Maggot is dead.

Symbiotic Digestive System:

You do not gain nourishment from normal food. Instead, your Maggots must consume at least 1 pound of organic or inorganic nonmagical material per day. If they detect any magical property in a substance, they refuse to consume it. If they are not fed, you gain one level of exhaustion per day until they are.

Symbiotic Consumption:

As an action, you may command one Maggot to consume a nonmagical object or creature corpse within 5 feet, destroying up to a 5‑foot cube of material. If it consumes at least 1 pound of acceptable material, you gain one Symbiotic Charge. You can hold a number of Symbiotic Charges equal to your proficiency bonus.

Symbiotic Metabolism:

As a bonus action, you may expend one Symbiotic Charge to empower your physiology. Choose one effect:

Metabolic Surge: Gain temporary hit points equal to your level plus Constitution modifier and resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Adrenal Spike: Your movement speed increases by 20 feet, you gain advantage on Strength and Dexterity checks, and your jump distance triples for 1 minute.
Bio‑Reactive Burst: As an action, release volatile energy. Creatures within 10 feet must make a Constitution saving throw (DC 8 + proficiency bonus + Constitution modifier) or take 2d8 acid or necrotic damage (your choice), half on success.

You may use Symbiotic Metabolism a number of times equal to your proficiency bonus per long rest.

Mutagenic Resilience:

You have advantage on saving throws against poison, disease, and exhaustion.

Age:

Gammott mature rapidly, reaching physical adulthood by age 4 and rarely living beyond age 15.

Culture:

Because of their short lifespans, Gammott tend to live life to the fullest, embracing risk, intensity, and decisive action.

Size:

Gammott are tall, broad‑shouldered, and heavily muscled when their Maggots are properly fed. They stand between 6 and 7 feet tall. Your size is Medium.

Speed:

Your base walking speed is 30 feet.

Languages:

You can speak, read, and write Common and one additional language of your choice.

Gammott Traits

“Gammott are rare, towering humanoids with blue skin…”

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