Insectoid Species in Realms of Wonder | World Anvil
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Insectoid

This article is NOT original content by RoW authors. The link to the original source is listed below the article.  

Physical Description

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 2 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. Insectoids are known to wear masks of pale ore. These white masks grant them sanity outside of the domain of Wyrmsnest.  

History

The insectoids haven't always been this way, has been rumoured. Long before the insectoids built their society, they knew a bestial existence supported by the ruthless environment of their home. After the arrival of a great Wyrm, clad in pale ore, the insectoids began to develop in the magical art at a faster rate than any other race has to this day. And even after its death, the old shell of the ancient Wyrm they worship, makes up the material for their masks and weapons. This pale ore has been said to be the source of the sectoids' intelligence, and attunement to the arcane.   In recent history, the society of Wyrmsnest lies in ruins due to the civil war with the Scarlet. The largest surviving insectoid settlement in the region is a township, actively fighting to reclaim its land from the conquering force of red.  

Society and Religion

The insectoids of Wyrmsnest have centered their society around the worship of the Wyrm because of its role in their history and the direction it has given the race. However, the political structure is not ruled by a priesthood, but instead the aristocracy (comprised of scholars and democratic rulers). These aristocrats rose to their ranks through their dedication to their roles, and contribution to their society. After being introduced to gold and its value by traveling human settlers in the early days of insectoid society, a stable trade route was formed through Wyrmsnest.  

Insectoid Traits

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.
  Languages. You can speak, read, and write Undercommon.
Subrace. Choose from the Ant, Bee, Stag Beetle, Butterfly, Cockroach, Odonate, Grasshopper, Fly, Flea, Mantis and Scarab subraces. Additionally, choose either the Compound Eyes trait or the Secondary Arms trait.
 

Ant

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.
Simple.
You have disadvantage on saving throws against being charmed.
 

Bee

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.
Nectar Finder. Whenever you make a Wisdom (Survival) check to find food and water, you are considered proficient in the Survival skill.
 

Stag Beetle

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

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

Ability Score Increase. Your Constitution increases by 1.
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

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.  

Dragonfly

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

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 Dexterity (Stealth) checks when trying to blend in with your surroundings.  

Flea

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). You regain an amount of hit points equal to the result of the damage roll.
 

Mantis

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

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.     Compound Eyes. Your eyes are amazingly good preceptors. You are proficient in the Perception skill. Additionally, 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.
  Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.


Source: https://www.dandwiki.com/wiki/Insectoid_(5e_Race)

Insectoid Names

Insectoids are often named after their profession, and titles given to their ancestors, and inherited by them after many generations.
Their naming conventions thus being:
[Title/Profession] + ancestral name
  Examples:
Knight Grimm
Weaver Divine
Defender Quarrel
Eternal Vulkan
  Insectoids are also known to adopt human names, especially those that have grown up or have lived the majority of their lives among humans.
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