Insectoid (5e Race)

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Insectoid[edit]

You halflings aren't even worth the trouble of attacking. After all that fighting, to only get a small morsel for the Queen. An elf or a human is okay, a dwarf is better, but how do I explain to the queen, that all that tripped the wire today, was a few little halfling children. I guess it's my duty to make sure the surface world never hears the story of what you have seen.
—Sacrosancta, the Butcher

Physical Description[edit]

180px-Xindi_Insectoid_Councilor_Head.png

The insectoids are a race of medium sized insect beasts with unstable genetic structure. Based on the conditions of their environment, and their own wishes, certain parts of their genome become unlocked. As such, no insectoids look anything like another. However, in most cases, the insectoid has a multi segmented body, with 4 legs, 2 arms, and 2 antennae. Their body is composed of a head, a thorax where their limbs are, and an abdomen. They can have up to four eyes or even compound eyes. Some have wings and others have snapping jaws. They have a tendency to walk on their four legs but are occasionally seen walking on all six legs often.

History[edit]

Insectoids are believed to originate from insects exposed to magic which altered their very genetic structure. This is supported by current research into their unstable bodies, which, until they fully mature, are able to take on many properties to adapt to stress and environments. A small cult of druids are believed to have performed such magic experiments, which resulted in the rapid evolution of regular insects into large larvae and pupae. These progressed to become the insectoids. The druid cult was believed to have been disbanded early but few knew of the insectoids they left behind, which were left free to populate amongst themselves.

Insectoids, like their original forms, had no trouble reproducing hordes. However, the strains of a larger size were apparent too, as they required more and more resources to sustain themselves. When their harvesting encroached on foreign lands, they were easily killed and repelled by more advanced societies. Insectoid population soon became unsustainable due to the sheer amount of mouths to feed. Millions died from starvation as their drones worked only to maintain their queen. The insectoids were driven down under to the depths of the most unknown in Underdark to bear the rest of their days. This is where their civilization would flourish.

Eventually, their huge population dwindled to a more manageable size, which is when their culture began expanding and they evolved in mindset from their original insect hive ways. Schools of development and planning were founded to find sustainable ways to grow population. Religion came about as they worshipped their queens. Soldiers began adapting more techniques from other lands and improved their weaponry to battle with other nations better. Few today remember their hordes on the surface. However, echoes do resound of the occasional sap that ventured too deep and was killed by hideous bug-like creatures of the Underdark depths.

Society[edit]

The insectoids are very reclusive, keeping to themselves underground. These are their main cities, centered usually around the palace and breeding ground where their queen, drones, and workers reside. The queen is the central figure to every insectoid society, as she is the bearer of the young. This is carried on from their original insect societies. Drones help attend to the queen and keep watch over workers. Workers bring food to the queen and take care of the eggs and young in huge nurseries underneath the palace grounds.

Insectoids sport a large and fierce military, particularly those of larger swarm subraces. However, it is only when a surface dweller comes into their habitat caverns that they attack. They inhabit a different sublevel of the underdark that even the drows haven't come upon. This doesn't bother the isolated race, which seems to mostly mind its own business. Insectoids are more known to trade amongst other insectoids than with other races.

Religion[edit]

Insectoid society values their queen above all as their living goddess, giver of life and future. They worship the queen as a deity. As such, offerings of food are generously apportioned for the queen to feed. Insectoids are often seen prostrated before their queen when they aren't working. They are often taught from young ages of their queen's supremacy as the heart of any insectoid society. They are expected to live and die for their queen. As such, larvae are brought up and indoctrinated at an early age. Deviants are not tolerated and are eliminated.

Insectoid Names[edit]

Insectoids speak with lispy noises and clicks, making their names nonsensical to surface walkers. They communicate their real names in pheromones exchanged by antennae, which cannot be translated.

Male: Kkrlckthhh, Plkthhh, Shhthhlp

Female: Rcklllthh, Scrckshhh, Clckrshh

Insectoid Traits[edit]

Bugs the size of you.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Insectoids do not live long. Larvae turn to pupae around 2 years old. Upon hatching to a full-grown insectoid, they are mature, usually around 3. Insectoids never live older than 50 years.
Alignment. Insectoids, due to their insect minds, are almost always lawful. Their morality can vary, however.
Size. Insectoids vary widely in height, from barely 4 feet to well over 5 feet tall. 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.
Multifooted. Insectoids are very hard to trip, having so many legs. You have advantage saving throws against being knocked prone.
Compound Eyes. Your eyes are amazingly good preceptors. You are proficient in the Perception skill.
Languages. You can speak, read, and write Undercommon. If your DM allows it, you may communicate with other insectoids via your antennae pheromones.
Subrace. Choose from the Ant, Bee, Stag Beetle, Butterfly, Cockroach, Odonate, Grasshopper, Fly, Flea, Mantis, Mosquito and Scarab subraces.

Ant[edit]

Ability Score Increase. Your Constitution increases by 1.
Swarm Mentality. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of you and the ally isn't incapacitated.
Mindless. You have disadvantage on saving throws against being charmed.

Bee[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Honey Finder. Whenever you make a Wisdom (Survival) check to find food and water, you are considered proficient in the Survival skill.

Stag Beetle[edit]

Ability Score Increase. Your Strength score increases by 1.
Jaws. You sport a pair of powerful jaws that you can use to cleave enemies as natural weapons with which you can make unarmed strikes. Your jaw deals 1d6 piercing damage if you hit with it, and increases in damage when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Tosser. You have advantage on Strength (Athletics) checks to throw things.

Butterfly[edit]

Ability Score Increase. Your Charisma score increases by 1.
Fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Distracting Camouflage. Your wings and body can change color/pattern and positioning/shape to avert attention away from vital body parts, which may also cause ambush attacks to approach from the wrong end, if at all, enabling you to detect attacks promptly. Creatures have disadvantage on Dexterity (Stealth) checks to surprise you.

Cockroach[edit]

Ability Score Increase. Your Constitution increases by 1.
Nuclear Survivor. You are resistant to fire damage.
Evasive Maneuvers. You can take the Disengage or Hide action as a bonus action on each of your turns.

Grasshopper[edit]

Ability Score Increase. Your Charisma score increases by 1.
Fiddler. You are proficient in one musical instrument of your choice.
Strong Legged. You have powerful hind legs. Your base jump distance is 15 feet.

Odonate[edit]

Ability Score Increase. Your Strength score increases by 1.
Fly. You have a flying speed of 60 feet. To use this speed, you can’t be wearing medium or heavy armor.

Fly[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Mimicking Camouflage. Your wings and body can change color/pattern and positioning/shape to blend in with surrounding terrain or mimic another creature. You have advantage on Charisma (Deception) checks when trying to blend in with your surroundings.

Flea[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Strong Legged. You have powerful hind legs. Your base jump distance is 15 feet.
Parasite. Your bite allows you to siphon energy from others as an unarmed strike. If you hit with it, you deal 1d4 necrotic damage. This increases in damage when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Mantis[edit]

Ability Score Increase. Your Strength score increases by 1.
Serrated Claws. You sport a pair of sharp jagged claws that you can use to cleave enemies as an unarmed strike. Your claws deals 1d6 slashing damage, and increases in damage when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Menacing Stance. Your overall posture unnerves and can frighten with your alien appearance. You have advantage on Charisma (Intimidation) checks against creatures of sizes smaller than you.

Scarab[edit]

Ability Score Increase. Your Constitution score increases by 1.
Natural Armor. When you are not wearing any armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Camouflage. You have advantage on Dexterity (Stealth) checks while in forest terrain.

Mosquito[edit]

Ability Score Increase. Your Charisma score increases by 1.
Bloodsucker. You have a special proboscis that allows you to siphon blood from an enemy in battle to replenish yourself. Your proboscis is a natural weapon that you can make a special unarmed strike with. If the attack hits, it deals piercing damage equal to 1d4 + your Constitution modifier and you regain hit points equal to the damage dealt. You cannot regain hit points over your hit point maximum with this trait, and you can use this trait a number of times equal to your proficiency bonus, regaining all use after you finish a long rest.
Hover Bug. You have a flying speed equal to half your walking speed. However, you cannot fly higher than 10 feet off the ground.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6'' +2d10 110 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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