Insectopia - Bestiary

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Insectopia Beastiary

Contents

Chitin Golem

A chitin golem is a horrible jumble of insectoid body parts crudely stitched together to create a hulking brute with immense strength. Other than golems made from inanimate materials, chitin golems are capable of simple reasoning and often keep some sort of memory from the spirits that inhabit them. The magic used to create the golem also protects it from the blades of common weapons and enchants its attacks.

Should the chitin golem take too much damage, the different spirits inhabiting its form break out into a berserking rage, attacking and destroying any creature or object close to it, and only its creator can reason them to be calm again.

Sum of its parts. Not all chitin golems are created equal. A chitin golem is the result of many different insect corpses made one. As such, all chitin golems are unique in size, strength and abilities. At its centre, the construct is controlled by a core. A core is the still living brain of a former insectoid, placed into the liveless husk through necromancy. Many of the golems mannerisms stem from the core's personality.

Husks. A golem without an active core is called a husk. Husks seem like inanimate objects while inactive to all but their creators. Said creators, often powerful necromancers, are capable of slipping inside the husk and controlling it from within.


Chitin Golem

Medium construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 128 (14d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the language of its creator but can't speak
  • Challenge 8 (3,900 XP)

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of ist turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Chitin golem creation

The appearance of a chitin golem is limited just by the creativity of its creator. If you want to create a chitin golem of your own, feel free to use the tables below.

Different body parts grant the golem additional abilities. When you are creating your own golem, add these traits to the standard statblock above.

Chitin golem body. All chitin golems must have 1 chitin golem body type. However, a golem also can't have more than one body type.

A chitin golem's body type also determines the creatures movement speed.

Chitin golem cores. When necromancers want to add some spice to their creation they take a living insectoid as the brain of their chitin golem. The insectoid becomes an undead during the process of golem creation, it's spirit fused to the chitin cluster the necromancer created. Certain special insectoids allow the golem access to additional abilities and are highly sought after by necromancers.

Some necromancers go even further, adding multiple cores to a single chitin golem. If you intend to have two or more cores, the chitin golem will be harder to command.

If you add two cores to your golem, all Charisma (Persuasion) checks to calm the golem when it goes berserk are made with disadvantage.

Adding more than two cores to a single golem body will destroy the construct.

Chitin golem limbs. Chitin golems can have a variety of limbs. Necromancers aren't limited by nature and skilled ones manage to graft over 6 limbs to a single chitin golem.

The chitin golem gains an additional use of its Multiattack feature for each limb it has. For example while a golem with two limbs can make only two weapon attacks, a golem with four limbs can make four weapon attacks with a single Multiattack action.

Chitin golem augments. Chitin golems can be modified through a plethora of different augments. They can have more than one augment, but aren't required to have one.

d8 Body parts
1 1 core, 2 limbs
2 1 core, 4 limbs
3 1 core, 2 limbs, 1 augment
4 1 core, 4 limbs, 1 augment
5 1 core, 2 limbs, 2 augments
6 1 core, 2 limbs, 3 augments
7 2 cores (reroll 10), 2 limbs, 1 augment
8 2 cores (reroll 10), 4 limbs, 2 augments

Chitin golem body type
d6 Body type Description
1 Bipedal The golems golden standard. It has a movement speed of 30 ft.
2 Chilopodian The chitin golem gains a movement speed of 35 ft. and a climbing speed of 20ft. Additionally, it also gains the following trait:
Enlarge (1/Day). The chitin golem can use its action to magically increase in size, along with anything it is wearing or carrying, as per the enlarge spell.
3 Scion The chitin golem has a movement speed of 30 ft. It gains resistance to necrotic damage. Additionally, it gains the following attack action:
Poisonous stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage and 4(1d6) acid damage.
4 Arach The chitin golem has a movement speed of 30 ft. and a climbing speed of 30 ft. Furthermore, it gains the following traits:
Spider Climb. The chitin golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the chitin golem knows the exact location of any other creature in contact with the same web.
Web Walker. The chitin golem ignores movement restrictions caused by webbing.
5 Thunder scarab The chitin golem has a movement speed of 60 ft. and gains immunity to lightning damage, in addition, it gains the following trait:
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lighting damage dealt.
6 Umber Hulk The chitin golem has a movement speed of 30 ft. and a burrow speed of 20 ft. The chitin golem also gains the following trait:
Confusing Gaze. When a creature starts its turn within 30 feet of the chitin golem and is able to see the chitin golem's eyes, the chitin golem can magically force it to make a DC 15 Charisma saving throw, unless the chitin golem is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the chitin golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the chitin golem in the meantime, it must immediately make the save.

Useful tip: when using multiple cores, make sure they can't bite eachothers head off.

Rigor mortis

Chitin Golem cores
d10 Core Description
1 Fire ant The golem loses its aversion of fire trait. In addition, all melee attacks deal an additional d4 fire damage
2 Frost ant The golem gains resistance to cold damage. In addition, all melee attacks deal an additional d4 frost damage
3 Muscan The golem gains the following trait:
Loathsome Limbs. Whenever the chitin golem takes at least 15 slashing damage through a single attack, one of the golem's limbs is severed if the golem has any left. The appendage has a movement speed of 20ft. and 15 hp, it can use its action on the chitin golems turn after the chitin golem. the chitin golem can spend an action to reattach the limb.
4 Luni The golem has advantage on Intelligence and Wisdom saving throws. Additionally, the golem can cast the moonbeam spell 1/Day (spell save DC 13).
5 Cricket The chitin golem gains the following action:
Sound Burst (Recharge 5-6). The golem emits a loud buzzing sound in a 20 foot cube centered on it. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, the creature is paralyzed until the beginning of the golems next turn. On a success, the creature is deafened until the beginning of its next turn.
6 Rhino beetle The chitin golem gains the following trait:
Charge. If the chitin golem moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
7 Necrite The chitin golem gains the following action:
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
The chitin golem also gains the following trait:
Bloodlust. Upon reducing a target to 0 hitpoints, the golem can use its bonus action to move up to half its speed and make a melee weapon attack against a new target.
8 Vespoid The golem gains the following action:
Royal Presence (Recharge 5-6). Each creature within 30 ft. of the golem has to make a DC 15 Wisdom saving throw. On a failed save, the creature becomes frightened of the golem for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
9 Orchid Mantis The golem gains the following action:
Psionic Screech. (Recharge 5-6) The golem targets a creature with a psionic screech. The creature must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 21 (6d6) psychic damage and is stunned until the end of it's next turn. On a success, the creature takes only halve the damage and isn't stunned.
10 Husk The chitin golem lacks a core. It's intelligence, charisma and wisdom ability scores reduce to 1 and it loses its berserk trait. It gains the following trait:
Husk. While not operated by it's creator, the golem is an object. The golem's creator can spend an action entering the chitin golem. The creator can remain inside the golem until it drops to 0 hit points or leave it by using a bonus action. While inside of the golem, during the creators turn, the creator can spend its turn to control the golem. While inside, the creator has total cover against attacks originating from outside the golem.

Chitin golem limbs
d6 Limbs Creature of origin Description
1 Pincer Scion Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage. If the target is a medium or smaller creature, it has to succeed on a DC 15 Strength saving throw or be grappled by the chitin golem.
2 Scythe arms Warrior Mantis Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 4) slashing damage.
3 Thundering Fist. Boulder Beetle Rock: Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage.
4 Hungering Limb Osax Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage plus 3(1d4) acid damage.
5 Boulder Launcher Boulder Beetle Rock: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
6 Web Shooter Arach Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, reach 60 ft., one target. If the attack hits the target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

Chitin golem augments
d6 Augment Description
1 Wings The chitin golem gains a flying speed of 20 ft.
2 Armor The chitin golems AC increases to 18.
3 Camouflage The golem gains advantage on stealth checks.
4 Cart The chitin golem has a space on its back capable of holding a small creature. It gains the following trait:
Cart. The golem carries a compact cart on its back. One small creature can ride in the cart. To make a melee attack against a target within 5 feet of the golem, the creature must use spears or weapons with reach. If the golem dies, a creature in the cart is placed in an unoccupied space within 5 feet of the golem.
5 Gaping mouths The chitin golem has many mouths all over its body or 1 mouth centered in its belly (your choice). A grappled creature can be pushed in the(se) mouth(s). Bites. Melee Weapon Attack. +7 to hit, reach 5 ft., one grappled creature. Hit: 17 (5d6) piercing damage. If the target is killed by this damage, it is absorbed into the chitin golem.
6 Wrathfull revenant The chitin golem has been created with the sole purpose of killing another creature, it gains the following traits:
Turn Immunity. The chitin golem is immune to effects that turn undead.
Vengeful Tracker. The chitin golem knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the chitin golem are on different planes of existence. If the creature being tracked by the chitin golem dies, the chitin golem knows.

When I felt its slimy, however pleasant, touch, I could feel the ever-present weight of my curse disappearing. The knot in my stomach undid itself as the divine power banished it from existence. The happiness I felt while in this creatures presence is indescribable. I dream about this feeling every night.
~ Spark Airdust, Akitu adventurer

Divinotl

Divinotls are divine and ancient beings. They are small creatures with feather-like gills and their slimy smooth skin is of rosy colour. Divinotls are amphibious celestials whose presence alone means a blessing for everyone around them. Many tribes of Akitu believe that only seeing one of these rare creatures means the beholder is blessed with good luck for life.

Playful and good. Even though all divinotl have the curiosity and optimism of a child, they can live for millennia. They are eternally curious and whimsical. One might spy on local fish to see how they live or observe a family for weeks, only to stop because something else has piqued their interest. They are eternally good-natured and gullible, despite their long life. Divinotls do not, however, show themselves to others, only responding to requests if those are made with utmost sincerity and with good intentions in mind. Divinotls can feel other creatures emotions and in its presence, most individuals can't tell lies.

Art by constellationarts >>>

Champions of the dreamers. Divinotls are especially drawn to visionaries, dreamers and especially spirited people who dare dream of nigh impossible goals and achievements. Examples are forbidden lovers, revolutionaries or adventurers who fight for goals more virtuous than self-interest, protectors of cities and communities. The divinotls goal is not to help those who want to do something because they are prophesied or chosen by some deity or other higher power. They will help those who want to do these things against all odds. Those who get mocked for their dreams, who have been let down time and time again and push forward. Those are the champions the divinotl will support.

Kamilotl

If a divinotl finds someone he truly looks up to, whose ideals are so great they awe and inspire the divinotl for years after that someone’s death, it starts transforming. This transformation can take months or even years, but this transformation is accelerated if the subject of awe died without reaching its goals. At the end of its metamorphosis, the divinotl becomes a kamilotl.

Paragons of Virtue. Kamilotls are huge dragon-like creatures with mighty serpentine bodies. They float through air and water without issue and their pink scales shimmer in a pearlescent tone. The kamilotl will act as the champion for everything his dreaming friend stood for. It will do all in its great power to accomplish their goals.



Divinotl

Small celestial, neutral good


  • Armor Class 14
  • Hit Points 85 (10d10 + 30)
  • Speed 30ft., swim 50ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18(+4) 14(+2) 16(+3) 13(+1) 16(+3) 16(+3)

  • Saving throws Dex +5, Con +6, Wis +6
  • Skills Insight +6, Perception +6
  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities poison
  • Condition immunities poisoned, charmed
  • Senses darkvision 60 ft., passive Perception 16
  • Languages celestial, common, sylvan, telepathy 120ft
  • Challenge 6 (2300 XP)

Amphibious. The divinotl can breathe air and water.

Heart Sight. Just by looking at a creature, the divinotl knows its current emotional state. Furthermore, using a bonus action the divinotl can force a creature to make a DC 14 Charisma saving throw. On a failed save, the creature can't tell a lie while the divinotl looks directly at it for the next hour. On a success, the creature is immune to this effect for the next 24 hours. Celestials, fiends, and undead automatically fail the saving throw.

Purifying Touch. All nonmagical creatures, fluids, and organic substances that come in contact with the divinotl is purified and rendered free of poison and disease.

Slimy body The divinotl can spend 10 movement to free itself from being constrained.

Regeneration. The divinotl regains 10 hit points at the start of its turn. If the divinotl takes necrotic damage, this trait doesn’t function at the start of the divinotl’s next turn. The divinotl dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. The divinotl's innate spellcasting ability is Charisma (spell save DC 14). The divinotl can innately cast the following spells, requiring no components:

At will: detect evil and good, detect poison, purify food and drink
2/day each: bless, calm emotions, cure wounds, pass without trace
1/day each: aura of purity, heal, banishment, zone of truth

Magic Resistance. The divinotl has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Prismatic Bubble. Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: 9 (2d8) radiant damage.

Healing Touch (3/Day). The divinotl touches another creature with its tongue. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, or poison.

A Kamilotl's Lair

Kamilotl make their lair in swamps, the bottom of lakes, or riverbanks. A kamilotl's resting place, however, is not easy to find. The lairs extend partially to a pocket within the ethereal plane. The kamilotl can travel at will between it's ethereal hideout and the body of water it is connected to, but no other creature can enter without the kamilotl's approval. They share their lair with other creatures and help their surroundings. The area around a kamilotl's lair is often a thriving ecosystem of very rare species.

Lair actions

On initiative count 20 (losing initiative ties), the kamilotl takes a lair action to cause one of the following effects; the kamilotl can't use the same effect two rounds in a row:

  • The kamilotl magically teleports to a body of water within 120 ft. of it.
  • The kamilotl casts the tidal wave spell twice on two different points within its lair.

Regional Effects

The region containing a kamilotl's lair is warped by the kamilot's magic, which creates one or more of the following effects:

  • All bodies of water within 1 mile around the divinotls lair is purified and rid of any poison or diseases. Any purposeful corruption lasts no longer than 3 minutes.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points within the kamilotl's lair, the target regains the maximum number of hit points possible for the spell or effect.
  • With a thought (no action required), the divinotl can initiate a change in the water within its lair that takes effect 1 minute later. It can change the flow of water and make the water as breathable and clear as air.

If the kamilotl dies, the purifying effects fade over the course of 1 day.



Kamilotl

Huge celestial, chaotic good (50%), neutral good (25%) or lawful good (25%)


  • Armor Class 17 (Natural armor)
  • Hit Points 161 (14d12+60)
  • Speed 30ft., swim 60ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
24(+7) 12(+1) 20(+5) 16(+3) 21(+5) 20(+5)

  • Saving throws Dex +5, Con +9, Wis +9
  • Skills Insight +9, Perception +9
  • Damage resistances acid, fire, radiant
  • Damage immunities poison
  • Condition immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 19
  • Languages celestial, common, sylvan, telepathy 120ft
  • Challenge 12 (8400 XP)

Amphibious. The kamilotl can breathe air and water.

Divine strikes. The kamilotl's weapon attacks are magical. When the kamilotl hits, it deals an extra 3d8 radiant damage (included in the attack).

Heart Sight. Just by looking at a creature, the kamilotl knows its current emotional state. Furthermore, using a bonus action the kamilotl can force a creature to make a DC 14 Charisma saving throw. On a failed save, the creature can't tell a lie while the kamilotl looks directly at it for the next hour. On a success, the creature is immune to this effect for the next 24 hours. Celestials, fiends, and undead automatically fail the saving throw.

Legendary Resistance (3/Day). If the kamilotl fails a saving throw, it can choose to succeed instead.

Purifying Touch. All nonmagical creatures, fluids, and organic substances that come in contact with the kamilotl is purified and rendered free of poison and disease.

Innate Spellcasting. The kamilotl's innate spellcasting ability is Charisma (spell save DC 17). The kamilotl can innately cast the following spells, requiring no components:

At will: detect evil and good, detect poison, purify food and drink, calm emotions, dispel evil and good, , water breathing
3/day each: aura of purity, etherealness, greater restoration, heal, mass cure wounds, pass without a trace, zone of truth
1/day each: banishment, control weather, plane shift

Magic Resistance. The kamilotl has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The kamilotl makes three attacks: two with it's Claws and one with it's Bite. It can use its swallow instead of its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage and 14 (3d8) radiant damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage and 14 (3d8) radiant damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and 14 (3d8) radiant damage.

Iridescent Breath (Recharge 5-6). The kamilotl exhales a stream of prismatic bubbles in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (3/Day). The kamilotl touches another creature with its tongue. The target magically regains 22 (4d8 + 2) hit points and is freed from any curse, disease, or poison.

Legendary Actions

Lust can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatu-re's turn. Lust regains spent legendary actions at the start of his turn.

  • Detect. The kamilotl makes a Wisdom (Perception) check or a Wisdom (Insight) check.
  • Tail Attack. The kamilotl makes a tail attack.


Mush-Folk Shaman

Small insectoid (beetlefolk), chaotic good


  • Armor Class 17 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

  • Saving Throws Int +4, Wis +5
  • Skills Medicine +4, Nature +3, Perception +4
  • Damage Vulnerabilities fire
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Insect-Common, Beetle
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The Mush-Folk's innate spellcasting ability is Wisdom. It can cast the following spells, requiring no material components:

At will: druidcraft, animal friendship

1/week: commune with nature

Actions

Multiattack. The mush-folk makes two staff attacks.

Staff. Melee Weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) bludgeoning damage, 6 (1d8+1) bludgeoning damage if wielded with two hands.

Toxic Spores (Recharge 5-6). The mush-folk ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Spores (Recharge 5-6). The mush-folk ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mush-Folk

Mush-folk are peaceful creatures, who are deeply attuned with the forest and nature itself. Mush-folk are insectoids who live in symbiosis with plants and fungi. Their tribes are varied, being made up of all different kinds of insectoids, but all joined together by the magic of nature surrounding them. Many mush-folk revere the spirits of the forest. Even though they are very peaceful creatures, they will defend their forest with their lives if they have to.

Mush-Folk Template

A beast, humanoid, giant or insectoid can become a Mush-Folk. It keeps ist statistics, except as follows.

Damage Vulnerabilities. The Mush-Folk gain vulnerability to fire damage.

Resistances. The Mush-Folk gains resistance to poison damage.

Senses. The Mush-Folk gains darkvision with a radius of 60 feet.

Innate Spellcasting. The Mush-Folk's innate spellcasting ability is Wisdom. It can cast the following spells, requiring no material components:

At will: druidcraft, animal friendship

1/week: commune with nature

New Action: Spore Burst (Recharge 5-6). The Mush-Folk can use an action to make a spore burst attack. This attack has different effects, chosen from the list below. A Mush-Folk can have multiple kinds of spore burst effects, at the DMs discretion. However this might boost the Challenge Rating of the creature. The DC made to avoid the spore burst effects is different depending on the creatures size, as shown in the table below.

  • Toxic Spores. The mush-folk ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Paralyzing Spores. The mush-folk ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Befriending Spores. The mush-folk ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or be charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Size Save DC
Tiny 10
Small 11
Medium 12
Large 14
Huge 16
Gargantuan 18

Osax

Osax are a race of beetlefolk, that stalk the frozen tundras and icy mountain passes of Varzzen, feeding on everything they can get their claws on. Osax are adept to harsh and cold environments and learned to survive on what little food they can scavenge. However, if they come across travellers or settlements they don't hesitate to brutally assault them. Their jaws secrete a highly corrosive acid, which dissolves flesh and bone for consumption. But even without the dangerous acid, their jaws are strong enough to crack skulls. Osax are known for feasting on everything they can get their jaws into. After an osax assault, only destroyed buildings and traces in the snow are left behind.

Osax live in small groups of their kin, constantly wandering the cold tundras looking for food. Those hunting parties have a very frail hierarchy and are led by the strongest of the group. However, if the leader isn't able to provide the group with food, they quickly become the meal themselves and another one takes their place.

Aside from the strength of their leader, only their shared belief keeps osax tribes from ripping themselves apart. Like many beetlefolk, the Osax believe in an incarnation of Mairun as well, the Breaker of Bones.


Osax

Medium insectoid (beetlefolk), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 22 (3d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 7 (-2) 10 (+0) 10 (+0)

  • Skills Intimidation +2
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Beetle
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the osax can move up to its speed towards a hostile creature that it can see.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage plus 3 (1d4) acid damage.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.

Osax Fist of Mairun

The Fists of Mairun are the god's clerics and bring the teachings of the Breaker of Bones to his followers. They aren't only skilled fighters, but also keen survivalists as well and often function as advisors to the chief of their tribe.

The Sacrifice. When times are dire for the tribe, the Fists of Mairun may perform a ritual known as the Sacrifice. In an astonishingly peaceful manner, the cleric offers up their body to the tribe for consumption so it can survive. Those that survive this ritual bear the scars and lost limbs with pride, for it is the noblest deed an osax can perform for their tribe.


Osax Fist of Mairun

Medium insectoid (beetlefolk), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 22 (3d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 12 (+1)

  • Skills Nature +1, Religion +3, Survival +3
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Beetle
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the osax can move up to its speed towards a hostile creature that it can see.

Spellcasting. The osax is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The osax has the following spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, inflict wounds
2nd level (2 slots): enhance ability, hold person

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage plus 3 (1d4) acid damage.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.

Sacrifice. The osax can sacrifice its own flesh to feed one member of its tribe. The osax heal any number of hit points of another osax within 5 feet of it, taking damage equal to the hit points healed. Additionally, the healed creature gains advantage on attack rolls until the end of its next turn.

Osax Chief

The chief of an osax tribe is it's strongest and most brutal member. The chief needs to prove themselves as the mightiest osax on a daily basis, as well as securing food and shelter for his tribe. If the chief can't provide, another one will rise to take their place instead.

Crushing Force. The mightiest leaders can gain blessings by the Breaker of Bones himself. Through their god's guidance, their hits seem to be empowered, breaking through armour and chitin alike with ease.


Osax Chief

Medium insectoid (beetlefolk), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 94 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

  • Saving Throws Str +6, Con +6, Wis +4
  • Skills Intimidation +3
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Beetle
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the osax can move up to its speed towards a hostile creature that it can see.

Bone Breaker's Blessing. The osax scores a critical hit with a melee weapon attack on a 19 or 20.

Actions

Multiattack. The osax makes two attacks with its greataxe. It can substitute one greataxe attack for a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage plus 3 (1d4) acid damage.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12+4) slashing damage.

Osor

Once in a while, a large osax is born, with extremely thick chitin, huge pincers, and a maul-like appendage instead of a hand. These creatures are called Osor. These creatures are seen as blessed by the Breaker of Bones, even as made in his image. Osors are mighty creatures and most times the strongest members in their tribe, towering over the other osax. However, they aren't the smartest, so a more cunning osax chief will often employ an osor as their bodyguard to strengthen their position in the tribe.


Osor

Large insectoid (beetlefolk), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 65 (7d10 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 8 (-1)

  • Skills Athletics +7, Intimidation +1
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Beetle
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the osor can move up to its speed towards a hostile creature that it can see.

Bone Breaker's Blessing. The osax scores a critical hit with a melee weapon attack on a 19 or 20.

Siege Monster. The osor deals double damage to objects and structures.

Actions

Multiattack. The osor makes two attacks: one with its bash and one with its bite.

Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (2d4) acid damage

Thunder Scarabs

Thunder scarabs gain their name from the sonic boom heard when this monstrous insect goes into a full sprint. Thunder scarabs are large hulking insects with two giant claws as front legs. They have thunder organs in these claws that allow them to move at extreme speeds if necessary. Furthermore, the large horn on its head stores electricity, which it can release in the form of a lightning bolt.

Vain Predators. Thunder scarabs are very intelligent predators that stalk the rainforests of Insectopia.
They have a reputation for being notoriously vain. They believe themselves to be the absolute apex predators of
their domains and seem to find joy in toying with their prey
to show their superiority. As such they do not only hunt for food but also sport. They especially enjoy chasing their
prey for hours, even though they could catch them easily.

Their vanity is also the reason for their solitary lives.
Two thunder scarabs will only come together to mate
and won't tolerate another one of their kind in their
hunting grounds. If two thunder scarabs occupy the
same area, they will fight to the death.

Persistent Grudges. Thunder scarabs are
exceptionally bad losers. A thunder scarab forced to flee
from a fight it will scheme its revenge while licking its wounds. Thunder scarabs remember creatures that
wounded them, tracking them down relentlessly and won't stop until they are slain.



Thunder Scarab

Large monstrosity, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 120 (16d10 + 32)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 16 (+3)

  • Saving Throws Dex +6, Wis +4, Cha +6
  • Skills Perception +4
  • Damage Resistances lightning
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages understands Insect-Common, but can't speak it
  • Challenge 8 (3,900 XP)

Standing Leap. The thunder scarab’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Thunderous Dash. When the thunder scarab uses it's action to Dash, it doesn't provoke opportunity attacks while using the extra movement.

Additionally, each creature that is within 5 feet of the thunder scarab when it uses it's Dash action has to succeed on a DC 14 Constitution saving throw, or take 5 (2d4) thunder damage and is deafened until the end of it's next turn.

Actions

Multiattack. The thunder scarab makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d10 + 2) slashing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 4) slashing damage plus 5 (2d4) thunder damage.

Horned lightning (recharge 5-6). The thunder scarab creates three bolts of lightning to strike creatures within 60 feet of it. A struck creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. A creature can be affected by the lightning bolts only once.

Reactions

Lightning rod. When the thunder scarab is subjected to lightning damage, it can absorb the attack through its horn, negating any damage the attack would have dealt. Additionally, if the thunder scarab negates an attack in this way, it's horned lighting abiliy recharges instantly.

Art Credits
  • Axolotl (Divinolotl) drawn by constellationarts
  • Chinese dragon (Kamilotl) by Yuuki morita
  • (Mush-Folk, Osax, Osor, Thunder Scarab) by Thiago Lehmann
 

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