Insectfolk (Arachne, Beol, Thri-Kreen)

by TheTranMan

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Insectfolk

These are insectoids / insectfolk. Half-insect demihumanoids.

Arachne / Aranea

Your Arachne (AH-rac-ney) / Aranea (AH-ra-ney-ah) character has the following traits:

Ability Score Improvement. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Arachne reach maturity by age 10. Compared to humans, arachne can live fairly lengthly lives, up to 150 years.

Size. Arachne stand at an odd range of heights, though with age comes a larger size. A smaller young arachne stands about 3-4 feet in their youth, and 6-7 feet in their adult life. Regardless, you can choose to be Small or Medium sized when you select this race.

Speed. Your base walking speed is 30 feet.

Spider Walk. You have a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without having ot make an ability check. Additionally, you ignore movement restrictions caused by webbing.

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Monstrosity. Your creature type is both considered a humanoid and monstrosity.

Languages. You can speak, read, and write Common and Insectoid/Spider.

Subrace. Choose one of these subraces:

Spidertaur

These arachne are the typically considered spiderfolk, with lower halves consisting of a spider's abdomen and legs.

Lower Spider Physiology. Your base walking speed increases to 35 feet. You are unable to conventionally ride other creatures and consider them as mounts.

Venomfangs

These arachne have a fierce bite and are resistant to poisons.

Fangs. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damge equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

When you attack with this bite and hit a creature, you can send coursing venom through the creature's veins. It must make a Constitution saving throw, the DC of which is 8 + your Proficiency Bonus + your Constitution modifier. The creature takes 2d6 poison damage on a failed save, or half as much damage on a success. At 10th level, a creature is also paralyzed for 1 minute on a failed save, and makes saves against the paralyzation at the end of each of its turns, ending on a success.

Once you use this venomous bite, you can't use it again until you finish a Long Rest.

Poison Resistance. You gain advantage on saving throws against being poisoned, and have resistance to poison damage.

Webcasters

These arachne are masters of using their webs, for use in magic or general purposes in skills or crafting.

Tool Proficiency. You gain proficiency in Weaver's Tools.

Web. You can cast the web spell with this trait. You can't cast this spell again until you finish a Long Rest. Constitution is your spellcasting ability for this spell.

Beol

Your Beol (Bee-ohl) character has the following traits:

Ability Score Improvement. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Beol reach adulthood in a year, and rarely live past 20 years.

Size. Beol stand 4-5 feet tall, and are thinner than dwarves, weighing between 80 and 100 pounds. Your size is Medium. To set your Height and Weight randomly, start with rolling a size modifier:


  • Size Modifier = 1d10
  • Height = 4 feet + 4 inches + your size modifier in inches
  • Weight in pounds = 60 + (2d4 x your size modifier)

Speed. Your base walking speed is 20 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Wall Grasp. Your extra limbs grant you a climbing speed of 30 feet, and you have advantage on saving throws and ability checks related to climbing. You ignore difficult terrain while climbing.

Chitinous Body. Your exoskeleton provides you protection from physical attacks. When unarmored, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Secondary Arms. You have a shorter pair of arms in the center 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 this arms to do the following simple tasks: open or close a door or a container; grapple someone; or make an unarmed strike with your claws.

Your secondary arms can't wield weapons or shields or do anything that requires manual precision, such as tools or magic items or performing the somatic components of a spell. Your GM might allow other simple tasks to be added to that list of options.

Languages. You can speak Common and Insectoid. Beol that live short lives have no need for written languages. A Beol character can also choose to not speak Common, but understand it, as Beol can communicate in some form of physical interpretation or through pheromones.

Thri-kreen

Thri-Kreen Traits

Your Thri-Kreen (three-kreen) character has the following traits:

Ability Score Improvement. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Thri-kreen live much shorter lives than their human and demi-human counterparts. A thri-kreen matures quickly, reaching adulthood within 3-4 years of hatching. Most thri-kreen only live to be 25 years old, although some live marginally longer.

Size. A full-grown thri-kreen stands seven feet tall but can be as high as 6 to 9 feet, and can weigh between 200 to 400 pounds. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 3d10
  • Height = 6 feet + 5 inches + your size modifiers in inches
  • Weight in Pounds = 200 + (2d6 x your size modifier)

Speed. Your base walking speed is 35 feet.

Natural Armor. You have a hard, chitinous exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Chameleon Carapace. As a bonus action, you can change the color of your carapace to match the color 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.

Secondary Arms. You have a shorter pair of arms in the center 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 this arms to do the following simple tasks: open or close a door or a container; grapple someone; or make an unarmed strike with your claws.

Your claws count as natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Your secondary arms can't wield weapons or shields or do anything that requires manual precision, such as tools or magic items or performing the somatic components of a spell. Your GM might allow other simple tasks to be added to that list of options.

Standing Leap. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Sleepless. You do not require sleep, only needing to rest while performing light activities and remaining alert for 6 hours. This grants you the same benefits as a long rest. You also do not suffer exhaustion from a lack of rest.

Languages. You can speak, read, and write Thri-Kreen. You can understand, read, and write Common and you may choose to learn how to speak it or communicate to other intelligent creatures through the use of drawings and charades. Thri-Kreen do not have vocal cords and cannot speak beyond Thri-kreen, a fast, sharp language with a series of odd clicks and whistle sounds.

Exotic Weapon Proficiency. You are proficient with Gythkas and Chatkchas.

Exotic Thri-Kreen Weapons
Weapon Damage Weight Properties
Gythka 1d10 6 lb. Reach, Heavy, Two-Handed
Chatkcha 1d6 1 lb. Light, Finesse, Thrown (range 30/90), Returning

Gythka. A thri-kreen polearm with a single or triple-bladed head at each end. Typically a traditional thri-kreen Gythka's blade is fashioned from Dasl, an amber-like crystal made from kreen venom extract and sand. Wood or bone is used for the polearm's shaft.

Double-Weapon. A gythka can be wielded to strike with both ends of the blade. As a bonus action, you can make a melee attack with the opposite ended blade, of which deals 1d6 slashing damage but does not add your Ability Modifier to the damage unless you have the Double Weapon Master Feat.

Chatkcha. A thri-kreen throwing weapon reminiscent of a sandy Shurikan. It is a triangular throwing wedge with three piercing points, fashioned from crystalline materials. A Chatkcha when thrown, whether it hits or misses its target, returns to its wielder, who can catch it as a free action if they have a hand available.

 

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