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Insectopia Beastiary
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# Contents
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Osax
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## 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. \columnbreak ___ > ## 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ___ > ## 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