Insectfolk | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Insectfolk

The most distinctive of humanoid races, the Insectfolk are more alien in motivation and intelligence than most creatures. The more independent of their kind have learned to interface and live amongst the softskin races, but usually originate from Desert and Underdark regions. While they have many surface-level similarities they are in fact quite distinctive in their own races. All of these races use mandibles for communication, with variants off the alien Illithidka tongue, requiring great difficulty producing Tethyrian syllables.
ability score increase: Your choice of +2 an attribute and +1 in another attribute
age: Maturity 4 - 25 years. Maximum age of 40 years.
Size: Medium
speed: 30ft
Languages: Illithidka
race features:
Size: 5’2” to 7’2" tall, 70 to 400 lb.
Names: Cha'ka, Chak-tha, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Kacht-ta, Kat’chka, Klik-chaka'da, Lakta-cho, Pak’cha, Pik-ik-cha, Ptekwe, Qhak'cha, Qhik-ik-cha, Sa'Relka, T'Chai, Tak-tha, Tik-tik
Senses: Darkvision 60ft
Resistances: Charmed
Immunity: Sleep
Proficiencies: Perception   Torpor: Insectfolk are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep and don't suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.   Chameleon Carapace: As a bonus action, you can change the colour of your adaptive carapace to match the colour and texture of your surroundings. When you do, you have advantage on Dexterity (Stealth) checks made to hide until the start of your next turn.   Exoskeleton: When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.

Aranites

  The Aranites are a leftover of the many Drow Civilizations that fell into ruin after the fall of Lolth. Magical hybrids between spiders and elves that came to breed true once outside the confines of the Churches holds. There are rarer offshoots of the race involving hybridisation with Scorpions amongst the desert outposts and heretical sects of the Spider-Church.   Arachnid Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag.   Spider Climb: You have a climbing speed equal to your walking speed and you can climb difficult surfaces without needing to make an ability check. You have advantage on perception checks to creatures within your Web spells.   Webber: You can cast the Web spell, requiring no material components, a number of times equal to half of your proficiency bonus. You regain expended uses of this ability when you finish a long rest. Your spellcasting ability for this spell is your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Perqui

  The Perqui are extraordinarily unique in their many different colourations and patterns on both the body and wings. Using their Chameleon Carapace ability to create their own personal colours, aside from more neutral forest or rock tones, they can create vivid bright oranges, red, green as well as colours beyond human sight like ultraviolet. There are also variants of Bee-like colourations, even more vibrant butterfly patterns.   Senses: Darkvision 90ft   Speed: 10ft x Proficiency Bonus Fly   Multiple Limbs: You have a shorter pair of arms in the centre of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.   To the Flames: To be a Mothman is to be inspired and attracted to light. When moving towards a source of bright light, you have an additional 10ft of movement.  

Thri-Kreen

  The Kreen live their life amongst the rocky craigs of the Desert, often living in massive collective-intelligence organised by the eldest and strongest of their kind. They respect a strong pack mentality, often wishing to develop strong leadership roles and responsibilities in a party. Kreen also have an extremely strong tendency towards psionic abilities and culture, but this is not universal amongst the race. While they can alter their carapace colour, they usually tend towards red, orange, and brown earthen tones.   Standing Leap: Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. You cannot jump backwards.   Multiple Limbs: You have a shorter pair of arms in the centre of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.   Thri-Kreen Weapon Training: The Thri-Kreen have proficiency with the Dagger, Spear, Longspear, Glaive, and the Exotic Weapons Gythka and Chatkcha.

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Falme.

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