New race: Insectoids (many subraces)

JiCi

First Post
Greetings,

Here is a race I've made a while back. Please tell me what do you think !

INSECTOIDS
Insectoids are best described as anthropomorphic insects, yet their story are quite different. Many sages question the origins of insectoids. Some think they are the result of gruesome unions between humanoids and polymorphed vermin. Others believe this is a result of high magic radiation from epic battles. The real reason is wizards tried to create a new life from by injecting insect cells into human bodies, and succeeded. Whether it was for a desperate attempt to create soldiers to turn the tide in a siege, or just to wreck havoc is still unknown, but these creatures bred through and have developed their own mentality. Furthermore, many different species have been seen. So far, there are mantises, wasps, scorpions, spiders, ants, moths, dragonfly, horn beetles, stag beetles, centipedes, grasshoppers, cockroaches, ant lions, termites, mosquitoes, leeches, ladybirds, butterflies, scarabs, fireflies, velvet worms, phasmids, earthworms, heelwalkers, cicadas and bumblebees.
Personality: Insectoids come in different subraces, and each insectoid has their own personality. However, they do have some points in common. They are a little reclusive and territorial, since they are protective about their kind. When hunting, they are stealthy and patient, relying on their insects genes. Insectoids treat allies with respect, without any discrimination or racism.
Physical description: Insectoids are relatively the same size and weight as a human. Each specie differ from each other, although they all have hard chitin skin, slightly multifaceted eyes, four arms ending in four-fingered hands with opposable thumbs, two humanlike legs, an abdomen protruding their rear and small mandibles coming out of their mouths. Insectoids sometimes have jet black hair.
- Mantises have light green chitin, light elliptical wings and sharp foldable bone-like blades protruding from their upper wrists.
- Wasps have a sting-tipped abdomen, yellow-colored and stripped with black The rest of their body is black, and four wings come out of their backs.
- Scorpions have a red-brown chitin and yellow eyes. Their upper arms end in mitten-shaped pincers and they have a stinger protruding from the end of their spines.
- Spiders have a black body with an abdomen. They have an additional pair of appendage resembling spider legs near their pelvis, which help them climbing.
- Ants have a dark brown chitin, long distinctive antennae and an imposing acid stinger. They are a bit more muscular than the average human
- Moths vary in coloration, from pure white and dark grey, to purple and black. Along their spines protrude four large silk-like wings.
- Dragonflies have a slight green chitin and are slimmer than the other insectoids. Its abdomen is long and lean, and large wings unfurl from its back.
- Beetles have a hard deep-blue or black chitin. Their heads are crowned by either a single large horn or a pair of snapping mandibles.
- Centipedes have a brownish chitin and lots of small legs, helping them to climb. They are slightly taller than the other species.
- Grasshoppers have a dark green chitin and reversed legs joints, allowing them to jump surprisingly high. Four long triangular wings sprouts from their back.
- Cockroaches have a black and oily chitin, and very long antennae. Their backs have a oblong shape and seem to shine.
- Ant lions have a greenish chitin. Their hands are tipped with sharp claws, enabling them to dig through hard materials, and their jaws are heavily-hooked.
- Termites have a milky white chitin. They resemble ant insectoids otherwise, except they don’t possess a stinger.
- Mosquitoes have a reddish chitin. Their noses are a needle-like stinger and four transparent fibrous wings sprout from their back.
- Leeches have a grey, almost skin-like chitin. Their mouths have sharp semi-circular teeth and a slimy liquid oozing from their skin.
- Ladybirds have either a red, orange or yellow black-dotted chitin. They possess long antennae and have 2 wings coming out of their back.
- Butterflies vary widely in coloration. Though the rest of their bodies is black, like the wasp, their four wings can be any color and pattern. They also have a long tongue.
- Scarabs have a golden-brown chitin. They have a hard shell like the beetles, and small snapping mandibles near their mouths.
- Fireflies have yellowish chitin. Their abdomens contain a gland that allow them to glow in dark areas. Their eyes are slightly more adapted to poor illuminated areas.
- Velvet worms have a leaf green or light brown chitin. They possess long antennae, lots of smaller legs and a small mouth with mandibles.
- Phasmids have a dark brown chitin, almost looking like wood. They are quite tall, with long, slims limbs and long antennae.
- Earthworms have a pink-brown, skin-like chitin. Their bodies are segmented and they have a long bill-like mouth with small eyes.
- Heelwalkers have a light grey chitin. Their heads look like a mantis with large eyes and mandibles. Their limbs are tipped with sharp studs.
- Cicadas have a dark yellow chitin. They have a large black-stripped abdomen and their wings are almost translucent.
- Bumblebees have dark brown, furry chitin with yellow stripes on their abdomen. Their wings are translucent and their abdomen hides a stinger.
Relations: Insectoids are generally distant to the other races, mainly because of their appearance. Nature dwellers, such as elves and halflings can expect help from an insectoid tribe, as well as a good trade outpost. Dwarves and gnomes are also in good terms with insectoids. Drows, thri-kreens, dromites, formians and other vermin-like or vermin worshipping races sometimes form alliances with insectoids, as long as they are treated as equals.
Alignment: Insectoids come with different philosophies, They can be as cruel to the core than as good-hearted. Most tribe leaders are neutral on one axis, but exceptions are common.
Insectoid Lands: Insectoids prefer nature over urban settings. Forests and plains are usually the best camp site for insectoids. Being sedentary, they do not really worry about moving from one place to the other.
Religion: Insectoids worship gods such as Elhonna and Odad-Haï. Some insectoids venerate Lolth, the spider goddess of the drows.
Language: Insectoids speak Sylvan, Common and Insect, which is a combination of body gestures and chit-chit sounds.

Common insectoid traits: These are the racial traits shared by every insectoid :
  • Monstrous Humanoid.
  • Medium
  • Space/Reach: 5 feet/5 feet
  • Low-light vision
  • Darkvision 60 feet
  • Scent
  • Four arms: Each insectoid has 2 pairs of arms, allowing them to take the Multiweapon Fighting feats. These arms grant a +2 bonus to grapple checks, climb and swim
  • +2 to saves vs. all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 

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Mantis traits:
  • +2 str, +2 dex, -2 con. Mantises are strong and stealthy, but a bit frail.
  • Base land speed of 30 feet, and flight speed of 30 feet (average)
  • Natural weapons (claws): Mantises can slash opponents with their scythe-like claws. As a full-attack action, a mantis can make 2 claw attacks at the same base attack bonus, each dealing 1d6 points of damage plus the mantis’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a mantis cannot make a claw attack if it holds something in its hand.
  • Improved Grab: To use this ability, the mantis must hit with its claw attack.
  • Natural armor bonus of +2
  • +2 to Spot checks, +2 to Hide check in foliage.
  • Favored class: Scout
  • LA +2

Wasp traits:
  • +2 dex, +2 con, -2 str. Wasps are quick and stout, making their venom potent, but not as strong as the others.
  • Base land speed of 30 feet, and flight speed of 50 feet (average)
  • Natural weapon (sting): Wasps can sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus 1-1/2 the wasp’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The sting holds the wasp’s signature feature. Injury, Fortitude DC 10 + ½ the wasp’s HD + the wasp’s constitution modifier, initial and secondary damage 1d4 Dex.
  • Natural armor bonus of +2
  • +2 to Spot check, +2 to Survival check when orienting themselves.
  • Favored class: Rogue
  • LA +2

Scorpion traits:
  • +2 str, +2 con. Scorpions are strong and durable.
  • Base land speed of 30 feet, and climb speed of 15 feet
  • Natural weapons (pincers and sting): Scorpions can crush opponents with their pincers. As a full-attack action, a scorpion can make 2 pincer attacks at the same base attack bonus, each dealing 1d4 points of damage plus the scorpion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a scorpion cannot make a claw attack if it holds something in its hand. Even if the hand is pincer-like, a scorpion can still manipulate objects without penalties. Scorpion can also sting opponents. The sting deals 1d4 points of damage plus half the scorpion’s strength modifier. This attack is a secondary attack at the scorpion base attack bonus -5.
  • Poison: The sting holds a potent venom. Injury, Fortitude DC 10 + ½ the scorpion’s HD + the scorpion’s constitution modifier, initial and secondary damage 1d3 Con.
  • Improved Grab: To use this ability, the scorpion must hit with its claw attack.
  • Natural armor bonus of +3
  • +2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
  • Favored class: Barbarian
  • LA +2

Spider traits:
  • +2 dex, +2 con, -2 str. Spiders are hardy and quick, but not as strong, relying more on their agility.
  • Base land speed of 30 feet, and climb speed of 20 feet
  • Natural weapon (bite): Spiders can bite opponents. The bite deals 1d6 points of damage plus 1-1/2 the spider’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The bite of a spider is venomous. Injury, Fortitude DC 10 + ½ the spider’s HD + the spider’s constitution modifier, initial and secondary damage 1d4 Str.
  • Web: Spiders can cast a web eight times per day. A single strand is strong enough to support the spider and one creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.

    An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are DC 10 + ½ the spider’s HD + the spider’s constitution modifier.

    Spiders can also make web traps. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

    A spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
  • Stability: A spider gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or when climbing (but not when flying, riding, or otherwise not standing firmly on the ground).
  • Natural armor bonus of +1
  • +2 to Hide, Move Silently and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
  • Favored class: Rogue
  • LA +2

Ant traits:
  • +2 str, +2 con. Ants are strong and stout
  • Base land speed of 40 feet, burrow speed of 20 feet and climb speed of 20 feet
  • Natural weapon (bite and sting): Ants can bite their opponents. Their bite deals 1d4 points of damage plus the ant’s strength modifier. Ants can also sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus half the ant’s strength modifier, plus an additional 1d4 points of acid damage. It cannot make multiple attacks gain from a high base attack bonus. This attack is a secondary attack at the ant base attack bonus -5.
  • Improved Grab: To use this ability, the ant must hit with its bite attack.
  • Natural armor bonus of +2
  • +2 to Survival check when tracking by scent, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Fighter
  • LA +2

Moth traits:
  • +2 dex, +2 wis, -2 str. Moths are quick and cunning, but not very strong.
  • Base land speed of 30 feet, and flight speed of 40 feet (average)
  • Natural weapon (slam): Moths can sting opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the moth’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The wings hold a poisonous dust. Injury, Fortitude DC 10 + ½ the moth’s HD + the moth’s constitution modifier, initial and secondary damage 1d4 Str.
  • Poison dust cloud: As a full-round action, a moth can beat its wings to create a poisonous cloud of dust. This grants the moth concealment and anyone within a 10-feet radius from the moth are exposed to the poison.
  • Natural armor bonus of +1
  • +2 to Hide and Spot check.
  • Favored class: Druid
  • LA +2

Dragonfly traits:
  • +2 str, +4 dex,. Dragonflies are quite agile and strong.
  • Base land speed of 30 feet, and flight speed of 60 feet (good)
  • Natural weapon (bite): Dragonflies can bite their opponents. Their bite deals 1d6 points of damage plus the dragonfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Wide vision: Dragonflies can see in a much wider angle than humanoids. They cannot be flanked
  • Cold Paralysis: Dragonflies are sensitive to cold. If it takes 10 points of cold damage from some source, it loses its flight speed for 2d6 rounds. If wandering in a rather arctic or cold environment, a dragonfly cannot fly.
  • Natural armor bonus of +1
  • +2 to Hide and Survival check, +4 to Spot and Search checks
  • Favored class: Fighter
  • LA +2

Horn beetle traits:
  • +4 str, +2 con, -2 dex. Horn beetles are very strong and tough, but very slow.
  • Base land speed of 20 feet
  • Natural weapon (gore): Horn beetle can gore their opponents with their horn. Their horn deals 1d6 points of damage plus 1-1/2 the horn beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Powerful Charge: When a horn beetle charges, its gore attack deals 2d6 points of damage plus 1-1/2 the beetle’s strength modifier.
  • Natural armor bonus of +4
  • +2 to Spot check
  • Favored class: Barbarian
  • LA +2

Stag beetle traits:
  • +4 str, +2 con, -2 dex. Stag beetles are very strong and tough, but very slow.
  • Base land speed of 20 feet
  • Natural weapon (bite): Stag beetle can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Trample: 2d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. Reflex half DC 10 + ½ the beetle’s HD + the beetle’s strength modifier. The save DC is Strength-based.
  • Natural armor bonus of +4
  • +2 to Spot check
  • Favored class: Barbarian
  • LA +2

Centipede traits:
  • +2 dex, +2 con, -2 str. Centipedes are agile and enduring, but not very powerful.
  • Base land speed of 40 feet, and climb speed of 40 feet
  • Natural weapon (bite): Centipedes can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the centipede’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The centipede’s bite holds a poison. Injury, Fortitude DC 10 + ½ the centipede’s HD + the centipede’s constitution modifier, initial and secondary damage 1d3 Dex.
  • Natural armor bonus of +2
  • +2 to Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA +2

Grasshopper traits:
  • +2 str, +2 dex. Grasshoppers are strong and agile, especially in their legs.
  • Base land speed of 30 feet, and flight speed of 30 feet (average)
  • Natural weapon (bite): Grasshoppers can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the grasshopper’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural armor bonus of +2
  • +2 to Listen and Spot check, +4 to Jump checks
  • Favored class: Bard
  • LA +2

Cockroach traits:
  • +2 str, +2 con, -2 cha. Cockroaches have a strong metabolism and strength, but their stench do not make them appealing.
  • Base land speed of 40 feet, and climb speed of 40 feet
  • Natural weapon (bite): Cockroaches can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the cockroach’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Stench: Every creature in a 15-feet radius must make a fortitude save (DC 10 + ½ the cockroach’s HD + the cockroach’s constitution modifier) or be nauseated for 1d4 rounds. Regardless of success, the creature cannot be affected by a cockroach’s stench for 1 hour.
  • Natural armor bonus of +3
  • +2 to Hide and Move Silently check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA +2

Ant lion traits:
  • +2 str, +2 con, -2 dex. Ant lions are strong and stout, but not very fast.
  • Base land speed of 20 feet, and burrow speed of 20 feet
  • Natural weapon (bite): Ant lions can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the ant lion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved Grab: To use this ability, the ant lion must hit with its bite attack.
  • Poison: The ant lion’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the ant lion’s HD + the ant lion’s constitution modifier, initial damage none/secondary damage paralysis 1d6 rounds.
  • Pit: The ant lion can create a 20-feet wide and 20-feet deep conical pit out of loose oil. A DC 10 Spot check identifies the pit, but charging or running characters are not entitled to this check. Anyone must make a DC 17 Reflex Save to avoid falling in. A falling creature slides at the rate of 10 feet per round. A DC 17 Climb check is necessary to arrest the slide, and a DC 22 Climb check to required to climb out.
  • Sand burst: A ant lion can hurl dirt at the walls of its pit. As a ranged touch, anyone hit by it must make a DC 22 Climb check or slide 10 feet toward the bottom.
  • Natural armor bonus of +3
  • +2 to Listen and Hide check; changes to +4 to Hide when hidden in its pit
  • Favored class: Ranger
  • LA +2

Termite traits:
  • +2 str, +2 con. Termites are strong and hardy.
  • Base land speed of 30 feet, burrow speed of 20 ft and climb speed of 20 feet
  • Natural weapon (bite): Termites can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the termite’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved Grab: To use this ability, the termite must hit with its bite attack.
  • Poison: The termite’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the termite’s HD + the termite’s constitution modifier, initial damage 1d4 acid/secondary damage paralysis 1d4 rounds.
  • Constrict: A termite deals automatic bite damage on a successful grapple check.
  • Natural armor bonus of +2
  • +2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA +2

Mosquito traits:
  • +2 dex, -2 con. Mosquitoes are agile and stealthy, but frail.
  • Base land speed of 30 feet and flight speed 30 feet (average)
  • Small size: Unlike other insectoids, mosquitoes are smaller, and thus gain all the benefits and penalties of being small.
  • Natural weapon (sting): Mosquitoes can gore their opponents with their nose-like stinger. Their stinger deals 1d4 points of damage plus 1-1/2 the mosquito’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved grab: To use this ability, the mosquito must hit with its sting attack.
  • Blood Drain: A mosquito drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 3 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
  • Mosquitoes can hide their predominant nose-like “stinger” with a successful DC 15 Hide check.
  • Natural armor bonus of +2
  • +2 to Hide and Spot checks
  • Favored class: Rogue
  • LA: +2

Leech traits:
  • +2 str, +2 con, -2 cha, -2 dex. Leeches are very strong and resistant, but they lack agility and people fear them because of their slimy appearance.
  • Base land speed of 20 feet, swim speed of 20 feet and climb speed of 20 feet.
  • Natural weapon (bite): Leeches can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the leech’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved grab: To use this ability, the leech must hit with its bite attack.
  • Blood Drain: A leech drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 4 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
  • +2 to Hide check, +8 to Climb and Swim check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA: +2

Ladybird traits:
  • +2 cha, -2 dex. The ladybirds are very charismatic, but their carapace makes them a bit slow.
  • Base land speed 20 feet, flight speed of 20 feet (poor) and climb speed of 20 feet.
  • Natural weapon (slam): Ladybirds can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the ladybird’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Carapace: their carapace gives ladybirds DR 2/slashing
  • Natural armor bonus of +4
  • +2 to Listen and Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA: +2

Butterfly traits:
  • +2 dex, +2 cha, -2 str, -2 con. Butterflies are quick and cunning, but very fragile.
  • Base land speed of 30 feet, and flight speed of 40 feet (average)
  • Natural weapon (slam): Butterflies can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the butterfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Fear pattern: As a standard action, a butterfly can deploy its wings, revealing a rather intimidating pattern. This grants the butterfly a +5 to Intimidate check to anyone within a 10-feet radius from the butterfly.
  • Natural armor bonus of +1
  • +2 to Hide and Spot check.
  • Favored class: Druid
  • LA +2

Scarab traits:
  • +2 con, +2 wis, -2 dex. Scarabs are very tough, but, like the other beetles, pretty slow.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Natural weapon (bite): Scarabs can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the scarab’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural armor bonus of +6.
  • +2 to Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Cleric
  • LA: +2

Firefly traits:
  • +2 cha, +2 dex, -2 str. Fireflies are quick and charming, but weak.
  • Base land speed 30 feet, and flight speed of 50 feet (average)
  • Natural weapon (bite): Fireflies can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the firefly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Light: Fireflies can make their abdomen glow a soft yellow or green light, providing illumination in a 10-feet radius.
  • Natural armor bonus of +2.
  • +2 to Hide, Spot and Survival check,
  • Favored class: Sorcerer
  • LA: +2

Velvet worm traits:
  • +2 str, +2 con, -2 dex. Velvet worms are strong and enduring, but not too fast.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Natural weapon (bite): Velvet worms can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural weapon (glue strands): Velvet worms can shoot string of sticky silk at their opponents to immobilize them. A velvet worm can shoot 1 strand as a standard action and 2 as a full-attack action, as ranged touch attacks. A strand has a range of 50 feet with no range increment.
    A glue strand deals no damage, but entangles the target for 2d4 rounds. If the target is touching the ground and fails a Reflex save DC 18, it is anchored, unable the move. On a successful save, the target can still moves at half speed for the duration. A flying creature must make a DC 15 Reflex save or fall.
    A creature can burst the strand with a DC 18 Strength check. Another can also cut free a creature by attacking with a slashing weapon and dealing 10 points of damage. In either case, the freed creature still moves at half speed for the duration.
    The velvet worm can shoot the same target multiple times. Each strand add +2 to the saves, 10 hp and +2 to the duration.
  • Poison: The velvet worm’s bite holds a weakening toxin. Injury, Fortitude DC 10 + ½ the worm’s HD + the worm’s constitution modifier, initial damage 1d3 con/secondary damage 1d3 con.
  • Tremorsense 30 feet.
  • Natural armor bonus of +2.
  • +2 to Listen and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Phasmid traits:
  • +2 str, +2 dex, -2 con. Phasmids are flexible and strong, but their slim build is not very enduring.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Large size: Unlike other insectoids, phasmids are taller and leaner, and thus gain all the benefits and penalties of being large.
  • Natural weapon (bite): Phasmids can bite their opponents with their mandibles. Their bite deals 1d6 points of damage plus 1-1/2 the phasmid’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Camouflage: The phasmid can hide in any environments, looking like a stick. It gains a +10 competence bonus to Hide checks.
  • Tremorsense 30 feet.
  • Natural armor bonus of +4.
  • +2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Earthworm traits:
  • +2 dex, +2 con, -2 str. Earthworm are agile and enduring, but not too strong.
  • Base land speed 30 feet, climb speed of 15 feet and burrow speed of 20 feet
  • Natural weapon (slam): Earthworms can slam their opponents with their fists. Their slam deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Regeneration: Earthworms can regenerate themselves at a rate of 2 hit points per round. Fire deals normal damage to an earthworm. An earthworm that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the earthworm dies. An earthworm can regrow lost body parts. It takes 24 hours to regrow.
  • Tremorsense 30 feet.
  • Natural armor bonus of +1.
  • +2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA: +2

Heelwalker traits:
  • +4 dex, -2 str. Heelwalkers are extremely agile, but not very strong.
  • Base land speed 40 feet, and climb speed of 20 feet
  • Natural weapon (bite): Heelwalkers can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the heelwalker’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Flexible body: The heelwalker’s body is very flexible, granting it a +10 competence bonus to Escape Artist checks.
  • Tremorsense 30 feet.
  • Natural armor bonus of +3.
  • +2 to Balance and Tumble check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Cicada traits:
  • +2 dex, +2 cha, -2 str. Cicadas are quick and have a natural charm, despite their weak build.
  • Base land speed 30 feet, and fly speed of 30 feet (good)
  • Natural weapon (bite): Cicadas can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the cicada’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Noise chime: As a standard action, the cicada can create a sharp thrill that extend to a 40-feet radius. The cicada can maintain this sound for a number of rounds equal to 3 + its constitution modifier, and can stop and resume it at will. While the sound is active, spellcasters must make a Concentration check in order to cast spells. The DC is 10 + ½ the cicada’s HD + the cicada’s charisma modifier. While the Listen DC to hear a cicada is reduced by 10, other creatures have a -10 penalty to Listen checks for hearing other sounds.
  • Natural armor bonus of +3.
  • +2 to Listen and Spot check
  • Favored class: Bard
  • LA: +2

Bumblebee traits:
  • +2 str, +2 con, -2 dex. Bumblebees are strong, enduring warriors, but they are slightly slow to move due to their bulk.
  • Base land speed 30 feet, and fly speed of 60 feet (good)
  • Natural weapon (sting): Bumblebees can sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus 1-1/2 the bumblebee’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The sting holds the bumblebee’s poison. Injury, Fortitude DC 10 + ½ the bumblebee’s HD + the bumblebee’s constitution modifier, initial and secondary damage 1d3 Dex.
  • Natural armor bonus of +3.
  • +2 to Listen and Spot check
  • Favored class: Fighter
  • LA: +2
 

Sweet, dude! I seem to be partial towards insectile races such as the thri-kreen, and this thread just gave me and my gaming group a lot of new options!

Very interesting new races, I'll try them out!
 


Thanks, and if you wish to give me new insects to add, feel free to say so.
what about bombardier beetle, assassin bug, water scorpion as a few instant thought suggestions, or maybe just a humanoid insect, like something that has 6 limbs, two legs and four arms that each have three clawed fingers on each, still having aposible thumbs, bonus natural armor, bonus strength and dex but minus to cha, mulitple claw attacks and a climb speed equal to his movement speed
 
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The Xixchil were a praying mantis type playable race in old Spelljammer Sets. Had some cool armor bonuses for it's exoskeleton and it's unarmed attack was treated like a Glaive. And i think they could surgically modify other limbs to themselves. The Spelljammer model would probably be OP for the vanilla game though. Space is dangerous so the spelljammer races were beefed up considerably compared to some other settings, with a focus on incorporating completely alien like features. Might be worth looking at though.
 

You have a lot of ideas here, but it all appears to be tuned for 3.5, and not for fifth edition.

Level adjustment, for example, has not been introduced (yet) to 5th ed.; natural armour works differently; races no longer have favoured classes; some of the skills with bonuses no longer exist; etc.
 

This is perfect thank you and although it is clearly 3rd or 3.5 Ed it works for 5e with only a minor amount of work, infact it proved to be perfect for my campaign. Thank you for all your hard work, really appreciate it!
 

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