Flood (5e Race)
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“One single flood spore can destroy a species”
- -Rtas ‘Vadum
|An infection form with a human host|
The flood is a most insidious parasite. Their bodies are made of extremely adaptive supercells which take the appearance of malleable green-yellow “flesh” with red, flowerlike stalks. They lack standard means of reproduction, requiring them to infect other races, reducing the host to pure biomass which then forms more flood. Though it is possible for this process to take place in less intelligent wildlife, and even plants, the flood prefer to feed on intelligent races, as they are the key to forming a gravemind. Each member of the flood can take one of three forms, though they are not necessarily bound to that form forever. The combat form, or pure form, is the product of completely broken down biomass being used to create a hulking body capable of extreme punishment. The infection form is similar in origin to the combat form, but instead is a bulbous, oblong, skittering organism roughly the size of a human head which can “possess“ and convert other creatures into biomass. Finally, the gravemind is a biological supercomputer in charge of commanding entire flood colonies. They are typically stationary with a mass of writhing tentacles. As they are only able to grow by consuming intelligent life, they tend to initiate a “harvest” system, in which they allow life to flourish until they are deemed worthy of consumption. All flood weigh roughly 1 ounces per square inch.
As they were pushed to extinction, a highly advanced race known as the Precursors sought any means of survival. In their desperation, they became able to regenerate from dust. Over thousands of years, this dust became corrupted, forming the flood. Many races who’s names have been long forgotten have been consumed by the flood. After each harvest, they retreat to the farthest corners of existence, waiting for the next sentient race to come to fruition.
The flood are a hive-mind. Each individual infection or combat form has little to no intelligence. However, when in greater numbers, especially with the inclusion of a gravemind, they become smarter exponentially. Despite the level of their final intelligence, all known colonies exist for the soul purpose of consuming.
While flood do not necessarily retain names, an advanced enough colony may name itself after the Precursors it originated from, or the name of the greatest intellect it has integrated.
Examples: Primordial, Didact, Librarian, Faber
The unstoppable rival of all life in the galaxy.
Ability Score Increase. Your Constitution score increases by 1.
Age. Flood are created fully formed and do not age.
Alignment. Flood exist only to consume, and as such ean toward chaotic neutral.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Scourge. Flood do not require air, water, or sleep to survive. They do, however, require food. Over the course of a short rest you can consume any creature that has died within the past day. When you do this you are sustained for one day and gain temporary hit points equal to your Constitution modifier until you complete a short or long rest.
Adaptive Movement. You have a climbing speed equal to your walking speed.
Languages. You can speak, read, and write Common and one other language of your choice. All forms of flood sounds as if they were speaking in multiple voices at the same time.
Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
Needle-back. As a ranged weapon attack you can fire needles from your spine at a creature within 30 feet of you. On a successful attack, the creature takes piercing damage equal to 1d6 + your Dexterity modifier.
Horrible Form. You are proficient in the Intimidation skill.
Ability Score Increase. Your Intelligence and Wisdom scores each increases by 1.
Telepathy. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Tentacles. Your tentacles are natural weapons, which you can use to make unarmed strikes against creatures within 10 feet of you. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ability Score Increase. Your Dexterity score increases by 2.
Poison. You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the blindness/deafness spell once and need to finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.