Helldivers Assemble! world illustration - Science Fiction theme
Science Fiction

Helldivers Assemble!

D
DamascusActual

Defend Humanity from hostile dissidents and alien threats for Managed Democracy and for Super Earth!


Author's Note: Still very much WIP. Newer equipment still need added, as well as some custom items. More characters will eventually be added. Also, because I'm a dumbass, I accidentally deleted part of the overworld and along with it, ALL the planetary locations and POIs. Yep, all 237 of them... Gonna be a rough ride restoring 3 months of work, but if you are patient and willing, I'll put forth the effort towards it.
Played5 times
Cloned0 times
Created
108 days ago
Last Updated
13 days ago
VisibilityPublic
Terminid Hive Guard
CR 5Medium Monstrosity
Terminid Hive Guard
HP Range60 - 120 (Avg: 90)
AC16
XP1600

Description

Terminid Hive Guards are formidable sentinels that fiercely protect their nests from intruders. With a hardened carapace and elongated forelimbs, they are well-equipped to defend their territory. When they sense danger, Hive Guards enter a defensive stance that makes them challenging to eliminate without strategic maneuvers. They can quickly maneuver across rugged terrain, using their agility to flank and strike at any perceived threats.

Details
SizeMedium
TypeMonstrosity
CR5
XP1600
LanguagesCommunicates through pheromones, suspected hivemind
Defenses
Armor Class16
HP Range60 - 120 (Avg: 90)
Damage VulnerabilitiesFire
Damage ResistancesPiercing
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Claw Attack

Melee Attack: The Hive Guard makes two attacks with its claws, dealing 2d10 + 6 slashing damage on a hit.

Crouch Defense

When the Hive Guard takes damage, it can enter a crouched defensive stance for 3 rounds, gaining a +3 AC bonus and reducing movement speed by half during this time.

Flanking Maneuver

The Hive Guard can attempt to flank an enemy, moving around them to cut off their escape and granting advantage to related attack rolls.

Pheromone Release

The Hive Guard releases a cloud of pheromones in a 30-foot radius. All allied Terminid creatures within this area can move next turn with advantage on their attack rolls against any targets within the radius.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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