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: Project abandoned for other persuits. Unfortunate, but was never quite able to bounce back after accidently deleting the overworld. This is free use to anybody persuing a similar project. Hopefully the weapons and enemy cards save you some time should you decide you want to continue this work. I will leave the world up for those who may have games open, and for future users to have access to the assets.
Played15 times
Cloned4 times
Created
213 days ago
Last Updated
23 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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