Xenolith (3.5e Race)

From D&D Wiki
Revision as of 08:09, 29 January 2020 by Coaldstone (talk | contribs) (Fixed categories.)
Jump to navigation Jump to search


Xenoliths

The origin of the Xenoliths is mysterious. There is heavy evidence to even go as far as to say that they are related to someway to a race of aliens that came to this world and became stranded. Using their superior technology they remained hidden and engineered themselves to be able to survive more on this planet's environment. However, their technology faded as the products weren't as intelligent as the originals, and eventually died out leaving behind a strange and alien race of insect like creatures.

Personality

Xenoliths are cautious when seeing new things. Although, through what seems like instinct, they will investigate anything foreign to them. Xenoliths also are almost simple, and take any act of aggression, real or not, as a threat and respond violently. What they cannot slay, they fear, however they are also aware of the advantage that numbers give them. Xenoliths have a strong sense of property and territory, and if either is encroached upon, it is also taken as a threat. They are very sensitive to pheromones of any species, which is how they would generally communicate anyway.

Xenoliths also do not understand when people refer to a greater good, or an eventual end. The furthest they think ahead is to make sure they will always be fed, or perhaps even a good location for a new hive. Only older xenoliths begin to imagine a grander scale, and generally take up more leadership positions. Regardless, xenoliths also have a strong sense of the strength of others, which instills a pseudo-respect on the individual. They will listen to other people who are tougher and meaner, unless it causes them to go against other xenoliths of the same nation. A similarity they have with mammals though is their powerful instinct for self preservation and national pride.

Physical Description

Xenolith are tall, insect-like creatures. Their eyes are compounded, and their mouth is like a sideways serrated beak. Two feelers poke out from above their eyebrows that hang all the way to the back of their head. They have a chitinous exoskeleton, which may be of any color, but the most common shades are black, green, tan, red, or yellow. Ridges, bumps, spots, and stripes all serve to differentiate insectile nations from each other. Despite their appearance, xenoliths are very light.

Relations

Money was a difficult concept for xenoliths to learn. They do not haggle, but will be very angry if they are ever cheated.

Alignment

It is tough to say, for xenoliths do not shed tears for anyone they kill, even if it was their friend for years. If it was a threat, then it deserved to die. Good xenoliths are generally smarter, in order to try to translate the customs of what right and wrong is.

Lands

Xenoliths are comfortable wherever there is a xenolith hive. These usually exist in giant stone landscapes in deserts, or hanging from large stone pillars underground. Pheromones usually sweep through the air that only a xenolith or similarly capable creature can decipher, it will otherwise smell like a general musk to normal people, but they do get these weird feelings about being around it.

Religion

Xenoliths would only worship their ancestors, with legends of flying machines and advanced technology. The concept of a higher being is difficult for them to imagine because they never concern themselves with hypotheticals, or the bigger picture.

Language

Xenoliths only speak their own language that consists of chirps, clicking noises, and movement with their feelers. They do not have the physical ability to produce words like mammals. Although, should they learn common, they are only able to understand it. Someone else will have to learn how to understand Xenolithic, but it is very difficult for a mammal to produce the sounds necessary to speak it.

Any non-xenolith must spend 2 skill points to be able to speak Xenolithic, as well as take it as a language to understand it.

Names

Xenoliths take whatever name they want, for their real one is unpronounceable.

Racial Traits

  • +2 Strength, +2 Dexterity, −2 Intelligence: Xenoliths are not very intelligent and rely mostly on instincts.
  • Aberration (Insectoid)
  • Medium
  • Xenolith base land speed is 30 feet
  • Darkvision(Ex): Xenoliths have darkvision for 60 ft.
  • Exoskeleton(Ex): Xenoliths have a chitinous exoskeleton that provides a +2 natural armour. They are comfortable in extreme colds and heat, but are fearful of fire and water.
  • Compound Eyes: Xenoliths get a +4 racial bonus to search and spot checks.
  • Xenoliths get a -4 to all charisma based skills when interacting with a race other than its own.
  • Automatic Languages: Xenolithic Bonus Languages: Common, Common Sign Language
  • Favored Class: Fighter and Barbarian.

Vital Statistics

Table: Xenolith Random Starting Ages
Adulthood Simple Moderate Complex
14 years +1d4 +1d6 +2d6
Table: Xenolith Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Xenolith Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3' 8" +2d12 85 lb. × (1d6) lb.
Female 5' 2" +2d12 80 lb. × (1d6) lb.



Back to Main Page3.5e HomebrewRaces