Insect Races & Ideas

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Tchklinxa
December 27, 2015 - 9:20am
Thread place for Insect Race's Klickks, Vrusk & Zuraqqor and more.

Goal look at RL bugs and develop new ideas for existing races in the game. Add threads already in existence for reference...





 "Never fire a laser at a mirror."
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Tchklinxa
December 27, 2015 - 10:17am
Dragon Magazine 95 articel on Zuraqqor
 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 10:32am
SFman 18 Zuraqqor
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Tchklinxa
December 27, 2015 - 2:02pm
Antecs From AD&D 3.5 (I think this maybe homebrew? Not sure yet)

D&D Notes:
Antecs are insect people. Their history is unknown, but sages believe that Antecs are one of the old races. Recently, because of droughts, population growth, and the seeking wealth, Antecs came into humans realms in large numbers. Along with them came the art of making chitin arms.

Antecs have chitin covered skin, ranging from khaki to rust red, have two large compound eyes with the ability to see into the ultraviolet spectrum, and compound brains. They possess the height of an average human, but weigh less.

Most humanoids, who have never seen an Antec, are often surprised by their looks. Upon getting past initial surprise, most find Antecs to be outgoing and positive. Antecs are new to human realms, unaccustomed to their strange practices, but have learned not to judge too quickly. They undertake adventures with open minds, but will remain subdued around people they don’t trust. Nature holds great importance to the Antecs, and those who destroy swamps or show disrespect to good marsh creatures are regarded suspiciously. Antecs are strongly against melioration.

Can have all alignments, but have disposition toward Chaotic, Good, or Neutral. They aren’t very disciplined or concerned about laws, except non written ones, and are quite individualistic and wanderlust but generally good willed.

Antecs homeland is marshes, swamps, bogs and islands in both sea and silt. Where one can found Antec’s terraced pyramid looking fortresses.

True polytheists. An individual in different situations worship different gods and celestial things like stars and clouds. One of major gods includes Chitezcoatl – chitin covered winged snake. They also believe in spirituality of surrounding world, so for example, tree also would have a soul.

Ha'antec, complex language for outsiders sounding like mix between Nauatl and Russian. Langue makes words from combinations of short words and inflections, and have some peculiar sounds like tl. It has written form, an angular script with pictograph letters written on bark.

First names are combination of words like Silverstar or Cloudmist but in Ha'antec. Example: Antzalano, Tlecoco, Ra'avejo, Skifutykho. As second name is used name of place or tribe of origin.

  • +2 Constitution, +2 Wisdom: Antecs tend to survive.
  • Humanoid
  • Medium size
  • Antec base land speed is 30.
  • +2 Jump, +2 Sense Motive, +2 Survival.
  • Swampwalk: Rough/hindering swamp terrain is treated such as one category less then normal, and are immune to mundane swamp based diseases.
  • Chitin affinity: attack bonus with chitin made weapons and +1 defense bonus with chitin made armor. (bonus applied to arms)
  • Compound Eyes: As a result of compound eyes, they have +2 racial bonus on saving throws against illusions and blinding.
  • Chitin protection: Resistance to acid 3.
  • Heritage: There exists a legend that, in old times, Dragons shared their blood with Antecs, to aid a fight with aberrations underground. As a result, they can take draconic heritage feats.
  • Automatic Languages: Ha'antec, Common. Bonus Languages: Draconic, Elven, Gnoll, Dwarven, Gith, Aquan, Sylvan.
  • Favored class: Ranger, Druid.
  • Level Adjustment: +2

Table: Aging Effects
AdulthoodMiddle Age1Old2Venerable3Maximum Age
15 years60 years100 years150 years+2d20 years
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Hermaphroditic4'10 inches"+2d1085 lb.× (2d4)) lb.


 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 10:42am
http://dungeons.wikia.com/wiki/Thri-Ranx_(3.5e_Race)

Thri-RanxEdit

[[Summary::The Thri-ranx are most likely descended from the same ancestors of the Thri-kreen, though the Thri-ranx would see it as being the other way around. Slightly more insectile than the Thri-kreen, the Thri-ranx are nonetheless much more cultured and urbane.]] Excellent craftsman and canny traders, they relate well to almost all races, and feel at home in cities alongside other races as well as among their own kind.

PersonalityEdit

Thri-ranx are insatiably curious, which has led to their assimilation into civilized culture. They have quick, analytical minds, and most of them fancy themselves as philosophers after a sort. They tend to be honest and dependable, and though their family structure comes first, they make friends easily and tend to be excellent companions, even if they do look really weird.

Physical DescriptionEdit

A Thri-ranx has six limbs: two legs, two arms that end in “truehands”, and a set of intermediary limbs that can be used as either legs or arms, though in polite society, these are almost exclusively used as arms. Their heads are roughly heart-shaped, with two large, multi-faceted jewel-like eyes taking up a large amount of the face. They have small mandibles that serve only for eating, not for attacking. They have two antennae atop their heads that function as sensory organs, as well as indicators of mood.

Thri-ranx stand 5 – 5 ½ feet in height on average, with females being slightly smaller, with more slender heads. Their bodies, like most insects, have a defined head, thorax (where four of the six limbs are connected, as well as wing cases and breathing spicules), and an abdomen. The wings remain encased in a chitinous shell until mating occurs. The Thri-ranx may have been capable of flight in eons past, but after the wing cases fall off, the wings quickly whither and dry out, usually within a year. This causes some discomfort, but not any real ill effects. Thri-ranx during this period cannot use their wings to fly; the air-to-weight ratio being to great to achieve flight. A Thri-ranx begins life with a green exoskeleton that fades in color until in old age it becomes nearly black.

Thri-ranx usually wear harnesses to carry tools and other personal effects, but do not often wear clothing, as it usually restricts their breathing.

RelationsEdit

The Thri-ranx, though alien in appearance, seem to get along with just about every other race that isn't completely savage. They trade much with dwarves, who admire them for their skill in jewel-cutting and fine detail work with precious metals. Their respect for the world around them and their natural environment puts them on good terms with most of the elven races. Their analytical minds and logical reasoning skills as well as their cheerful personalities mix well with Gnomes, Humans, and Halflings. The Thri-ranx enjoy what they do, but seldom take life too seriously. They tend to regard the Thri-kreen as cousins, but the two races do not mix well; their outlook and social organization are too separate. Then again, the Thri-kreen can say that about every race.

AlignmentEdit

Thri-ranx, with their family structures, are very seldom of chaotic alignment, and most are good-aligned, though all alignments can be found within their race.

LandsEdit

Thri-ranx live in structures both below and above ground, and are most often found in jungle climates where it is hot and humid year-round. Almost every edifice in a Thri-ranx city has more subterranean floors than levels above ground. Tunnels connect most buildings and areas. The Thri-ranx are found mostly in hot, humid climates. Many Thri-ranx live in cities, usually referred to as Hives, though some larger Hives are made up of several interconnected cities.

ReligionEdit

Thri-ranx worship no specific deity; what few clerics there are function mostly as healers that venerate goodness. Their usual domains include Community, Earth, Good, Healing, Knowledge, Law, and Trade.

LanguageEdit

Thri-ranx speak Common easily enough as well as most other common languages. Among themselves they speak Low Thri-ranx, which involves some speech (with a great many clicks and hisses) but also body posture and antennae position as well. High-Thri-ranx, which is spoken rarely, is pure speech, though most other races lack the vocal apparatus to speak it. Thri-ranx laugh by rubbing their wings against the sides of their thoraxes, producing a sound like a very noisy cricket.

NamesEdit

Thri-ranx names are always four syllables long. The first is the personal name, the second is the family name, followed by the clan name, and finally the hive name. So Vritikkorzyk would be Vrit, family Tik, of the Clan Kor, Hive Zyk.

Racial TraitsEdit

  • +4 Dexterity+2 Intelligence-2 Charisma: Thri-ranx are quick, deft and logical, but their inhuman appearance puts many people ill-at-ease.
  • Type::Monstrous Humanoid: Thri-ranx are not affected by spells and spell-like abilities that target humanoids only, such as hold person.
  • Size::Medium: As medium creatures, Thri-ranx receive no bonuses or penalties due to size.
  • Thri-ranx base land speed is 30 feet on 2 legs and 40 ft on four legs (see below).
  • Darkvision out to 60 feet.
  • +4 Natural Armor: a Thri-ranx's chitinous exoskeleton is tough and resistant to blows.
  • Multiple limbs: Thri-ranx have four arms, so can take the Multiweapon Fighting feat and the Multiattack feat from the Monster Manual. The intermediary set of limbs may also be used as legs if nothing is being held in those hands, though doing so is viewed as unseemly by the Thri-ranx. A Thri-ranx using four limbs to walk has a land speed of 40 feet. It also gains the benefits of four legged creatures in terms of resisting trip attempts.
  • Heat Acclimated: Thri-ranx like it hot and muggy, and get a +4 racial bonus on Fortitude checks against hot environments. Unfortunately, Thri-ranx do not do well in the cold, and take a -4 on Fortitude checks in a cold environment.
  • Insect anatomy: Thri-ranx, like most insects, breathe not through their mouths, but through six spicules in their thorax, three on either side of the body, though they can (and do) speak by vibrating their version of vocal cords in their necks. A Thri-ranx will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. For a non-Thri-ranx to create armor for a Thri-ranx, the cost of creation is double, and the time to craft it is tripled. Thri-ranx almost never wear armor heavier than medium.
  • Open Circulatory System: Though a Thri-ranx's exoskeleton is extremely durable, it is vulnerable. If cracked, a Thri-ranx is in real danger of bleeding to death. Thri-ranx that take lethal damage begin losing hp due to blood loss at the rate of 1hp per round per wound until either magically healed or a heal check is made (DC 15), the healer must use a special salve known as sitrik made by the Thri-ranx that seals their chiton. Left on it's own, treat fractured chitin the same as a broken bone as far as natural healing time goes.
  • Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for non-Thri-ranx to tell when they are lying, bluffing, or even joking. Thri-ranx gain a +4 racial bonus to all bluff, intimidate and diplomacy checks against all non-Thri-ranx.
  • Keen Sight (Ex): Their multi-faceted eyes give Thri-ranx sharper vision than even elves. Thri-ranx get a +4 to Search and Spot checks, though they do not have the elven sense for hidden doors. Their detailed eyes also give them a +2 bonus on appraisal checks.
  • Leap (Ex): Thri-ranx, while not as able as their nomadic cousins, are nevertheless good jumpers. They have a +20 racial bonus on jump checks.
  • Automatic Languages: Common, High Thri-ranx, Low Thri-Ranx.
  • Bonus Languages: Any except secret languages such as Druidic.
  • Favored ClassFavored Class::Any, though Clerics, Druids, and other divine casters are not common.
  • Level Adjustment: +Level Adjustment::1
  • Effective Character LevelEffective Character Level::2

Vital StatisticsEdit

Table: Thri-ranx Random Starting Ages
AdulthoodSimpleModerateComplex
20 years+1d6+1d10+2d8
Table: Thri-ranx Aging Effects
Middle Age1Old2Venerable3Maximum Age
85 years140 years180 years+2d12 years
  1. At middle age, ?1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, ?2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, ?3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Thri-ranx Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 6"+1d6150 lb.× (2d8) lb.
Female4' 11"+1d8130 lb.× (2d8) lb.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
December 27, 2015 - 10:48am
https://en.wikipedia.org/wiki/Thri-kreen

Thri-kreen

Variant forms of thri-kreen include the civilized tohr-kreen (of which there are six subspecies), the mentally and physically altered zik-trin, the alien zik-chil (which physically modify themselves and other species), and the spacefaring xixchil of the Spelljammer campaign setting.

The thri-kreen society is very organized, and they have a strong hive mentality when in groups. Not much more is known since they have a difficult time associating with the humanoid races.[14]


 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 10:51am
the metaluna mutant from the classic This Island Earth is very insect-like with its segmented body and caliper-like claws.
 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 10:57am
http://www.lomion.de/cmm/aspis.php

Aspis from World of Greyhawk

 DroneLarvaCow
Climate/Terrain:Any/SubterraneanAny/SubterraneanAny/Subterranean
Frequency:RareRareVery rare
Organization:HiveHiveHive
Activity Cycle:AnyAnyAny
Diet:OmnivoreOmnivoreOmnivore
Intelligence:Very (11-12)Non- (0)Low (5-7)
Treasure:FNilNil
Alignment:NeutralNeutralNeutral
No. Appearing:2-206-601
Armor Class:3 (2)67
Movement:151, Sw 63
Hit Dice:62-510
THAC0:152 HD: 19
3-4 HD: 17
5 HD: 15
11
No. of Attacks:211
Damage/Attack:1-4 or by weapon2-73-18
Special Attacks:NilNilNil
Special Defenses:See belowSee belowSee below
Magic Resistance:NilNilNil
Size:M (6’ long)S (1½-3’ long)H (15’ long)
Morale:Elite (13-14)2-3 HD: Steady (11-12)
4-5 HD: Elite (13-14)
Elite (13-14)
XP Value:6502 HD: 65
3 HD: 120
4 HD: 175
5 HD: 270
2,000

Aspis are a race of insectoid creatures that dwell in underground nests not far beneath the surface. The majority of encounters with these unique beings are with the adult male drones; contact with or sightings of the larvae and cows are all but unheard of.

Aspis drones look much like giant weevils. They have hard, chitinous bodies that are gray or off-white in color and provide excellent protection from harm. Their heads have two multifaceted eyes, a pair of short, blunt antennae, and a long proboscis. Drones have six legs, each of which terminates in a cluster of fine manipulatory claws.

Aspis do not speak in the way that humanoid races do, although roughly 5% of them have been able to master a rough form of the common tongue. Among themselves, they have no spoken or written language; they communicate via a unique language of scents. The human olfactory system is wholly unable to detect the subtle changes of odor used by aspis in their conversations.

Combat: Almost all combat situations are dealt with by the drones, who are charged with protecting the nest and defending the larvae. If fighting to defend their cow, aspis warriors never check morale and fight to the death against any odds.

When an aspis drone does battle, it rises up on its rear two legs, leaving the other four limbs free to wield two weapons and hold two shields. When an aspis does this, its Armor Class is improved to AC 2.

The most common weapons employed by aspis in combat are short swords and hand axes. Although the structure of their bodies prevents them from using bows, they have been know to employ an unusual form of light crossbow in missile combat and are sometimes found with javelins and other throwing weapons.

The aspis is a very hardy creature, immune to attacks that use cold or electricity to inflict damage. In addition fire-based attacks cause only half damage to an aspis.

When called upon to defend their nests, aspis drones place numerous traps in any area they are forced to withdraw from. Even if they are caught off guard, the regions of the hive that surround the cow’s chamber and the larvae rooms are always trapped as a precaution against trespassers. As a rule, aspis traps involve rockfalls, pits, and other crude devices. Delicate traps, like poisoned needles, are not encountered in aspis lairs.

Habitat/Society: Aspis drones have no sense of individuality, lacking even unique names or personalities. They are nothing more than cogs in the machine that is the hive itself. Despite their high intelligence they take no actions on their own unless instructions from the cow are impossible to obtain.

An aspis nest is a collection of underground chambers connected by low tunnels bored out of soft rock or earth. A lair or nest always contains one to three egg chambers and as many as six grub hatcheries, which are inhabited by 1d10 larvae each. In order to feed the hive, there are also two to four granaries.

At the heart of each aspis lair is a huge central chamber in which the cow lives. The walls and floor of this room are covered with a thick, white liquid that is highly acidic and eats through metal or wood in a single round. If it comes into contact with living flesh, it inflicts 1d8 points of damage each round until washed off, As might be expected, all types of aspis are immune to this fluid.

The aspis knowledge of scents, musks, and perfumes is second to none. They are able to formulate and mix concoctions that simulate almost any odor: they use these compounds for many purposes. For example, a town that has taken action against a nearby aspis hive may find that its walls have been splashed with liberal doses of a sticky, yellow liquid that smells somewhat like chlorine. Imagine the surprise of the watch when they find that this substance not only attracts giant rats and similar rodents, but it also drives them into a wild fury. such examples of aspis vengeance are not common, but they are numerous enough to be taken seriously by those who would molest the aspis.

Ecology: Because of the ferocity with which aspis drones defend thier nest and its cow, this race has few natural enemies. They generally prefer to keep to themsleves as much as possible. Most encounters with the aspis occur when hard times force a colony to begin raiding nearby human settlements for food and other supplies.

The acid that is secreted by the cow is highly prized by alchemists. In addition to its obvious uses as a corrosive agent, it is important in the preparation of magical inks and potions that relate to acids and corrosion.

Aspis are true omnivores as they eat almost anything. Their digestive systems are very efficient and they can derive nourishment from virtually any organic matter.

Aspis are able to domesticate other forms of giant insects via chemical cues and scents. The most common creatures they take as guardians are giant ants. In the average aspis lair, there are 1d10 such creatures, while on occasion (10%) there are ten times that many ants. It is not know for sure if the aspis are able to acquire control over other semi-intelligent insectoid races (like the cave fisher or giant hornet), but current wisdom speaks against this.

Larvae

All aspis begin their lives as larvae. In this state, they resemble giant maggots or grubs, being white or pale pink in color. Their soft skin is easily cut through by swords and similar edged weapons. Aspis larvae are blind and deaf, but they sense potential food by vibrations in the ground and scents in the air. Aspis larvae can attack only with their jaws.

Aspis larvae have incredible appetites and are always eating. As a rule, they are kept only in the grub hatcheries of the nest, which resemble nothing more than vast sewage pits. Food scraps and other waste products are dumped into these chambers and form a sort of soup in which the larvae swim and feed. The stench of a grub chamber is so vile that non-aspis who enter it must roll successful saving throws vs. poison or become violently ill until removed from the odor.

 

Cows

Once in a great while, an aspis larva is selected by the drones of a nest and separated from its siblings. Fed a special diet and nurtured carefully, this larva does not mature into an adult drone, but instead becomes a cow.

Aspis cows look like huge larvae, reaching lengths of 15 feet when fully mature. They exude a dangerous corrosive that coats their bodies and adheres to the walls and floor of their chambers. Although they are slow and not at all agile, their great size makes their bite very dangerous.


 

 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 11:02am
http://www.athas.org/articles/5e-Thri-Kreen

Monster Manual Excerpt: Thri-Kreen

Athas.org is given a Monster Manual exclusive preview, the Thri-Kreen.

Thri-Kreen wander the deserts and savannas of the world, avoiding all other races.
Monster Manual

The above quote from the new Monster Manual (Due out September 30th) described Thri-Kreen as they may appear in most standard D&D worlds. As we all know Dark Sun is far from standard. From the very inception of Dark Sun in the Original Dark Sun boxed set Thri-Kreen were heavily featured and available as a player character race.

With their four arms, carapace armor, leaping ability, and paralytic bite, the mantis warriors were a powerful race. In 2nd edition AD&D that power was limited by a short lifespan, trouble understanding and being understood by other denizens of Athas, and an inability to use many magic items and armor due to their odd insectoid body shape.

Origins

Thri-Kreen Monster Card

Thri-Kreen first appeared in the Dungeons & Dragons game with the Monster Cards accessories in 1982. From there they were published in the Monster Manual II for AD&D 1st edition in 1983. Following that they were included in the  Forgotten Realms setting  in 1989. After they appeared in Dark Sun, Thri-Kreen have been heavily tied to psionics and were included in several Psionic related books for 3rd edition D&D.

Appearance

Thri-Kreen are mantis men, with six limbs, four of which are arms, the remaining two are legs which were powerful and could propell them with huge leaps.. They are covered in chitinous plate armor and their mandibled mouths produced a paralytic poison that they could also use to fuse sand together to make crystaline weapons.

Thri-kreen appearance has mostly remained unchanged since their inception, with the exception of the abdomen. Up until 3rd edition Dungeons & Dragon Thri-kreen always had a large abdomen, giving them a very non-human appearance. With the 3rd edition Shining South book and for Dark Sun fans the  4th edition Dark Sun Campaign Setting their large abdomen was removed which resulted in a much more humanoid shape. One other notable change in their appearance is their second set of arms. In 2nd edition and prior, both their primary and secondary sets of arms were the same size, but in later (and the current incarnation) the secondary set of arms is smaller.

Near the beginning of the Dark Sun setting new types of thri-kreen were released, including the Tohr-kreen, and with the release of the Thri-Kreen of Athas in 1995 several sub-species of the insectoid men were produced.

Thri-Kreen in 5th Edition Dungeons & Dragons

In the new Monster Manual the Thri-Kreen gets one page, broken roughly into quarter it includes, a the picture, a  stat-block, a description of some of the races personality traits and habits, and variant rules which include weapons and psionics. This Thri-Kreen rules variant is great for Dark Sun fans and it shows how psionics can be used in a 5th edition game (by converting spells) even though specific rules for it are not yet out.

The Artist

The new 5th edition Dungeons & Dragons Thri-Kreen art was created as a water color painting by Russian- American artist Ilya Shkipin. You can find more of Ilya Shipkin's work at his website. Much of his online portfolio is contemporary illustration and fine art. For the new Monster Manual Ilya has painted the Thri-Kreen as an alien race with plate-like carapace and strangely angled insect limbs, fitting for the mantis men.  The pose has the thri-kreen holding a two bladed weapons that's not a gythka, more like a glaive,  as well as a chatkcha in a lower hand.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
December 27, 2015 - 11:12am
https://www.dandwiki.com/wiki/SRD:Dromite

Dromite a dwarf insectoid species? How insectoid how human like? Might make good Gamma Dawn race.

Size/Type:Small Monstrous Humanoid (Psionic)
Hit Dice:1d8+1 (5 hp)
Initiative:+0
Speed:20 ft. (4 squares)
Armor Class:18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18
Base Attack/Grapple:+1/–3
Attack:Longsword +3 melee (1d6/19–20) or light crossbow +2 ranged (1d6/19–20)
Full Attack:Longsword +3 melee (1d6/19–20) or light crossbow +2 ranged (1d6/19–20)
Space/Reach:5 ft./5 ft.
Special Attacks:Psi-like abilities)
Special Qualities:Darkvision 60 ft., resistance to fire 5, scent
Saves:Fort +3, Ref +0, Will –2
Abilities:Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 10
Skills:Climb +2, Spot +4
Feats:Weapon Focus (longsword), Blind FightB
Environment:Underground
Organization:Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 100% noncombatants plus 1 3rdlevel sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6–10 giant beetles, and 2–5 riding giant beetles)
Challenge Rating:1/2
Treasure:Standard
Alignment:Usually neutral
Advancement:By character class
Level Adjustment:+1

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

Dromites speak Common.

Most dromites encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level.

Combat

Psi-Like Abilities: 1/day: energy ray (fire, 1d6+1). Manifester level 1st. The save DC is Charisma-based. (Other dromites may manifest electricity, cold, or sonic energy raysinstead; the energy ray always matches the type of energy the dromite is resistant to.)

The dromite warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Dromites as Characters

Dromite characters possess the following racial traits.

 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
December 27, 2015 - 11:22am
https://en.wikipedia.org/wiki/Formian

Formians:

The formian (centaur-ant), including the worker formian, the warrior formian and the myrmarch formian, first appeared in the first edition in the original Monster Manual II (1983).[1]

The worker formian, the warrior formian, the myrmarch formian, and the queen formian appeared in the second edition for the Planescape setting in the Planes of Law boxed set (1995),[2] and reprinted inMonstrous Compendium Annual Volume Three (1996).[3]

The formian worker, the formian warrior, the formian myrmarch, the formian taskmaster, and the formian queen appeared in the third edition Monster Manual (2000),[4] and the revised 3.5 Monster Manual (2003). The formian worker familiar appeared in Tome and Blood (2001), and in the 3.5 revised Dungeon Master's Guide (2003). The formian armadon, the formian observer, and the formian winged warriorappeared in the third edition Fiend Folio (2003).[5]

Description[edit]

A formian has an ant-like head and hindquarters, including four legs, but has a humanoid torso and arms, not unlike an invertebrate centaur.

Formians first appeared in the first edition Advanced Dungeons and Dragons Monster Manual II, where they were presented as an otherwise ordinary species of intelligent creature from the Prime Material Plane. Full statistics for three main castes of formian were given; the workers (about the size of a large dog), the warriors (the size of a pony) and the myrmarches (the size of a horse). Special types mentioned as being found only inside Formian hive-cities were the male gymarches and the queen.

Formians were later expanded upon by the Planescape campaign setting expansion Planes of Law, in which they were described as one of the primary inhabitants of the plane of Arcadia, the Outer Plane of borderline Lawful Neutral/Lawful Good alignment.

In the Dungeons & Dragons third edition Monster Manual, formians were adapted to the new edition's core rules, in which they are presented as the exemplar species of the Lawful Neutral alignment. In the third edition version of the Manual of the Planes, formians are implicitly described as being the primary inhabitants of both Arcadia and the Lawful Neutral Outer Plane of Mechanus, which is in contrast to the earlier Advanced Dungeons & DragonsSecond Edition, where the Modrons were the exemplar Lawful Neutral race and the primary inhabitants of Mechanus.

The Taskmaster caste of Formian was added in the most recent addition. This man sized Formian lacks the combat abilities of the Warrior but is able to use Dominate Creature as a spell like ability and is encountered with a slave creature.

Formians are absolutely bound by the law of their queen. Due to this, all but the highest ranking Taskmasters and Myrmarchs are merely slave-like pawns.



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Tchklinxa
December 27, 2015 - 11:51am
Vrusk have 8 legs, 2 arms = 10 limbs if we add the wings that fall off from fan literature we are talking an originally 12 limbed creature

Clikks are very much like Vrusk and considered to have common ancestry...

Formians the various Thri-kreen races are 6 limbed. Possibly 8 if some have wings or wings fall off.

Zuraqqor seem to be 6 limbed counting wings.

I am inclinded to see the Zuraqqor, Formians, & Thri-kreen races as close relatives maybe even the same species in the end.

 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 12:13pm
Real Insect Idea: Replete Worker

Honeypot ants, also called honey ants, are ants which have specialized workers ("repletes") that are gorged with food by workers to the point that their abdomens swell enormously, a condition called plerergate. Other ants then extract nourishment from them. They function as living larders. Honeypot ants belong to any of five genera, including Myrmecocystus.[1] They were first documented in 1881 by Henry C. McCook.

Many insects, notably honey bees and some wasps, collect and store liquid for use at a later date. However, these insects store their food within their nest or in combs. Honey ants are unique in using their own bodies as living storage, but they have more function than just storing food. Some store liquids, body fat, and water from insect prey brought to them by worker ants.[citation needed]

They can later serve as a food source for their fellow ants when food is otherwise scarce. When the liquid stored inside a honeypot ant is needed, the worker ants stroke the antennae of the honeypot ant, causing the honeypot ant to regurgitate the stored liquid. In certain places such as the Australian Outback, honeypot ants are eaten by aboriginal people as sweets and are considered a delicacy.[citation needed]

Some worker ants turn into honeypots right from their emergence from pupa stage. The young ants stay in the nest, and the worker ants who collect food feed them. As the workers feed them with more food than they need, the surplus nutrients get stored in their abdomens. As their abdomens expand, the ants lose their mobility.[citation needed]

These ants can live anywhere in the nest, but in the wild, they are found deep underground, literally imprisoned by their huge abdomens, swollen to the size of grapes. They are so valued in times of little food and water that occasionally raiders from other colonies, knowing of these living storehouses, will attempt to steal these ants because of their high nutritional value and water content.

Honeypot ants such as Camponotus inflatus are edible and form an occasional part of the diet of various Australian Aboriginal peoplesPapunya, in Australia's Northern Territory is named after a honey ant creation story, or Dreaming, which belongs to the people there, such as the Warlpiri. The name of Western Desert Art MovementPapunya Tula, means "honey ant dreaming".[citation needed]

Myrmecocystus nests are found in a variety of arid or semi-arid environments. Some species live in extremely hot deserts, others reside in transitional habitats, and still other species can be found in woodlands where it is somewhat cool but still very dry for a large part of the year. For instance, the well-studied Myrmecocystus mexicanus resides in the arid and semi-arid habitats of the southwestern U.S

 

https://en.wikipedia.org/wiki/Honeypot_ant

 "Never fire a laser at a mirror."

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Tchklinxa
December 27, 2015 - 1:52pm
http://ubiquitousrat.net/?p=2801

Krixx 5e not an official D&D species
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Tchklinxa
December 27, 2015 - 1:55pm
Aspis: image http://clamshellsandseadogs.blogspot.com/2012/07/collecting-john-pickford-otherworld.html
 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
May 7, 2016 - 1:09pm
I am thinking of linking the Klikks to the Kolthumnx Swarm (one of the parties responsable for civilization collapse on a galactic scale around 5809 PF). Having the Klikks have a pattern of acting something like Locust would fit well with the idea of a 'swarm'.   They might harvest slaves or "workers": races from ex-planets of the Kolthumnx Swarm every now and then (races they recognize as part of their empire), not all insectoid races where part of the Swarm some where members of other empires at the time the war started (6,250 PF).  So the Swarm becomes super mobile staying ahead of the "enemy", requiring a pillage like attitude. New enemies would be found, old enemies would survive and the desire to protect themselves and rebuild would push them on. Revisiting one of their old worlds every X number of years, a conquered world, a stripted world, and it would be on the resource harvesting schedule. 

It is assumed Klikks and Sathar are in conflict, but they might not be or they could be. Sathar seem to have an issue with Lizards, and will work with other races. But Klikks hate Vrusk... why? Both Sathar and Klikks work or at least enslave other races versus total extiction mode... with the exception of Sathar lizard reaction and Klikk's killing Vrusks, so there has got to be a back story to that hatred. 

 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:14pm

Zik-trin’ak

2437



Zik-trin’ak
Climate/Terrain:Any land except Forest Ridge
Frequency:Very rare
Organization:Solitary
Activity Cycle:Any
Diet:Carnivore
Intelligence:Average (8-10)
Treasure:Nil
Alignment:Chaotic neutral
No. Appearing:1d4
Armor Class:2
Movement:24
Hit Dice:9-12
THAC0:9-10 HD: 11
11-12 HD : 9
No. of Attacks:5 or 2
Damage/Attack:1d6+6(×4)/1d6+1 or by weapon (kyorkcha)+6
Special Attacks:Paralyzation, leap, missile weapons, high Strength
Special Defenses:Missile dodge
Magic Resistance:Nil
Size:L (11’ long)
Morale:Fearless (19-20)
XP Value:9 HD: 8,000
10+HD: add 1,000 each
Psionic: add 2000

Psionics Summary

LevelDis/Sci/DevAttack/DefenseScorePSPs
173/5/14All/All=Int52

Like the zik-trin’ta scout (called tohr-kreen in the Tablelands), the zik-trin’ak warrior is a creature created from normal kreen. The zik-trin’ak looks much like a normal thri-kreen or tohr-kreen, but is larger and more dangerous. The zik-trin’ak stands as tall as 10 feet and is as long as 13 feet.

The zik-trin’ak is built for combat; the claws are longer end sharper than those of a normal kreen, and the exoskeleton is ornamented with spikes, knobs, and other protrusions. Though most zik-trin’ak have yellow exoskeletons (having been made from To’ksa thri-kreen), some have black shells, end a few are red or even green. Zik-trin’ak of other colors also have other features associated with their base species.

While intelligent and capable of speaking, they seldom talk, and cannot be distracted from en assigned task.

Combat: The zik-trin’ak are mentally adjusted for combat. They are programmed for specific purposes end implacably follow the instructions of the zik-chil who create them. If ordered to guard, they guard; if ordered to attack mammals, they attack mammals; if ordered to attack everything they see, they attack everything they see. They give no quarter end retreat only if ordered to do so.

Roughly half of zik-trin’ak are psionic. Most are equivalent to 9th-level psychokineticists, with psychometabolism as a secondary discipline.

If not ordered otherwise, zik-trin’ak first attack from a distance, throwing kyorkcha (inflict 1d8+2, and a +6 damage bonus due to the creature’s greet Strength). A zik-trin’ak carries 2d8 kyorkcha, and throws them to soften opposition before closing. Psionic distance attacks are also used.

After using distance attacks, zik-trin’ak charge, using their leaps to great effect. A zik-trin’ak can leap 40 feet upward or 90 feet forward; it cannot leap backward. When leaping into combat, zik-trin’ak receive standard charge adjustments. Also, the leap itself counts as an attack; the creature’s spikes inflict 2d4 points of damage against opponents of man-size or smaller end 1d6+1 against larger opponents.

Zik-trin’ak use no melee weapons. Once they close to melee, they attack each round with four sets of blades that have replaced their natural claws, plus a bite with augmented mandibles.

The bite attack is poisonous. The creature bitten must make a successful saving throw vs. poison. Those failing the saving throw immediately take 20 points of damage (shock to the nervous system) and are paralyzed for 2d6 rounds (kreen are immune).

Finally, the zik-trin’ak can dodge missiles on a roll of 11 or better on 1d20. Only physical missiles can be dodged, not magical effects, and physical missiles with magical bonuses adjust the dodge roll by their magical bonus.

Zik-trin’ak are resistant to magical and psionic interrogation.

Habitat/Society: Zik-trin’ak have no society of their own and live on the edges of tohr-kreen society They can be found wherever they are sent by the zik-chil; they respond to the orders of zik-chil (whom they identitfy) by pheromones) and no one else. They enforce the will of the zik-chil end the policies of the the tohr-kreen empire. They do not refer to themselves as zik-trin, but call themselves tohr-kreen.

As implied by its name (which translates as “near-person, altered for combat”), the zik-trin’ak has lost its identity. These creatures are devastating combatants, but at the cost of their personality and beliefs, almost like zombies in many ways. Much like in in their ferocity, zik-trin’ak are also cold, controlled, and cunning. They cannot breed.

Ecology: Zik-trin’ak are dangerous hunters. Zik-trin were ordinary kreen before their conversion; the process is believed irreversible.


 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:15pm

Tohr-kreen II

2433



Tohr-kreen II
 J’ezJ’hol
Climate/Terrain:Any landAny land
Frequency:Common in the North, very rare elsewhereCommon in the North, very rare elsewhere
Organization:Clutch and stateClutch and state
Activity Cycle:ConstantConstant
Diet:CarnivoreCarnivore
Intelligence:Average to genius (8-18)Average to excentional (8-16)
Treasure:U (see below)U (see below)
Alignment:Any lawfulAny non-good
No. Appearing:3d123d10
Armor Class:55
Movement:1818
Hit Dice:6+36+3
THAC0:1313
No. of Attacks:5 or 25 or 2
Damage/Attack:1d3 (×4)/1d6+1 or 1d6+1 and by weapon1d4 (×4)/1d4+1 or 1d4+1 and by weapon
Special Attacks:ParalyzationLeap
Special Defenses:Missile dodgeMissile dodge
Magic Resistance:NilNil
Size:L (9’ long)M (6’ tall)
Morale:Champion (15-16)Fanatic (17-18)
XP Value:1,4001,400

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands.

The most common tohr-kreen of the north are the j’ez, who have black chitin, and the j’hol, who are smaller and have red chitin. Members of both species have aggressive natures. Both are similar in most ways to thri-kreen.

J’ez Tohr-kreen

The figures given above are for mature adult j’ez. Others have the following abilities, based on their age (they age one age category every two years until they reach mature adult):

HDTHAC0XPClaw/bite DamageSpecial Ability
Larva1+319651/1d2
Child2+3171201/1d3
Young3+3171751d3/1d4leap
Young adult4+3152701d3/1d6venom
Adult5+3159751d4/1d6+1chatkcha
Mature adult6+3131,4001d4/1d6+1dodge missiles

J’ez have black chitin and four-fingered hands. Skin stretches over their chitin and they have long antennae. J’ez also have mouths that are odd for kreen. The general arrangement is circular, and the j’ez have inward-pointing fanglike parts around the circumference of their relatively flexible mouths. Extensions reach from the sides of the mouth and help secure food to be taken in by the “fangs”, which dispense the tohr-kreen’s venom.

Combat: J’ez enjoy combat and war and are good military leaders. They prefer to use psionics against their opponents when possible, closing to melee when psionic attack is not an option. J’ez prefer manufactured weapons, especially the gythka, that can slash for 1-6 (1d6) points of damage against targets of man-size or smaller, or for 1-10 (1d10) points of damage against a larger target. Like thri-kreen, j’ez tohrkreen have a natural AC 5 because of their exoskeletons, and are immune to hold person and charm person spells. They learn other special abilities as they age.

Leap: This ability allows j.ez to leap 20 feet straight up or 50 feet forward. They cannot leap backward.

Venom: A bite delivers this venom. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2-10 (2d10) rounds, man-sized for 2-8 (2d8) rounds, large creatures for 1-8 (1d8) rounds, and huge and gargantuan creatures for 1 round.

Chatkcha: J’ez can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage when it hits, and returns to the thrower when it misses.

Dodge missiles: Mature j’ez can dodge missiles fired at them with a roll of 9 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Psionics: Many j’ez (50%) are psionicists. The rest have psionic wild talents (see The Complete psionics Handbook).

Magical and psionic items: J’ez never use magical items, but all have at least one item with psionic powers.

Habitat/Society: J’ez usually live in rocky badlands and sandy wastes, terrain that exists throughout most of their nation in the North. J’ez are often psionicists and philosophers, but tend to be aggressive. Their philosophy requires them to remain combat capable. J’ez have mating habits and gestation periods similar to those of thri-kreen. J’ez can live to be 80 years old.

Ecology: Tohr-kreen are carnivores. They build towns and cities. They work with a similar species, the zik-chil, to produce zik-trin’ta scouts.

J’ez architecture and art are average, but their literature is superb. Treasure carried by a j’ez is often books and gems (substitute psionic items for any indicated magical items).

J’hol Tohr-kreen

The figures given are for mature adult j’hol. Others have the following abilities, based on their age (they age one age category per year until they reach mature adult):

HDTHAC0XPClaw/bite DamageSpecial Ability
Larva1+319651/1
Child2+3171201/1
Young3+3171751d3/1d3leap
Young adult4+3152701d3/1d3chatkcha, kyorkcha, dodge missiles
Adult5+3159751d4/1d4+1venom
Mature adult6+3131,4001d4/1d4+1

A j’hol has red chitin, three claws per hand, and large antennae. A j’hol’s abdomen is small compared to other kreens, and the j’hol is almost humanoid in appearance. A j’hol is better built for stony barrens and rocky badlands, terrain that exists throughout most of its nation.

Combat: J’hol enjoy combat. Many have warrior character classes and some are psionicists. J’hol prefer long-range combat with missiles and psionics, but also use then leaping ability to charge into combat (standard charging adjustments, -2 to initiative, +2 to attack rolls, and a +1 penalty to AC). J’hol usually enter melee using a gythka, but also fight with claws and bite if necessary. J’hol tohr-kreen have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells. They also learn other special abilities as they grow older.

Leap: This ability allows j.hol to leap 30 feet straight up or 60 feet forward. They can leap backward 10 feet.

Chatkcha: J’hol can throw two chatkcha or kyorkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage, the kyorkcha, 3-10 (1d8+2) points of damage. Both weapons return to the thrower if they miss.

Dodge missiles: Mature j’hol can dodge missiles fired at them on a roll of 8 or better on 1d20. They cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Venom: Though j’hol produce venom like other kreen, most use it to produce the crystal needed to make chatkcha and kyorkcha. Only 5% of j’hol actually have a venomous bite. Their venom paralyzes most creatures for 1-4 (1d4) rounds, huge and gargantuan creatures for only 1 round.

Psionics: At least one j’hol (and as many as 25%) in a group is a psionicist. About 50% of the rest have psionic wild talents, described in The Complete Psionics Handbook.

Magical and psionic items: J’hol rarely use magical items, but sometimes carry items with psionic powers.

Habitat/Society: J’hol are more inclined toward building and crafting the other tohr-kreen. Their cities are elaborately made, and usually quite large, with vast parks, ornate decorations, high walkways, and tall spires.

Popular professions among j’hol include the psionicist and all warrior professions. Gladiators are rare among j’hol, but j’hol enjoy combat and like watching gladiatorial contests; their arenas are some of the most popular in the North.

J.hol have mating habits and gestation periods similar to those of thri-kreen and can live to be 50 years old.

Ecology: J’hol are builders and make fine clothing and tools, and they are the only kreen who routinely work metal. J’hol make beautiful crystalline weapons. For individuals, a finely made crystalline weapon (a chatkcha or kyorkcha, or a gythka with crystalline heads) should be substituted for indicated art objects, while a psionic item should be used if a magical item is indicated.


Last Modified: March 22, 2014, 12:37:06 GMT



 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
May 7, 2016 - 1:16pm

Thri-kreen

2140 • 2433



Thri-kreen
Climate/Terrain:Any land (Temperate or tropical arid land)
Frequency:Uncommon
Organization:Clutch and pack
Activity Cycle:Constant
Diet:Carnivore
Intelligence:Average to high (8-14)
Treasure:Varies
Alignment:Chaotic neutral
No. Appearing:2d12
Armor Class:5
Movement:18
Hit Dice:6+3
THAC0:13
No. of Attacks:5 or 2
Damage/Attack:1d4 (×4)/1d4+1, or 1d4+1 and by weapon
Special Attacks:Paralyzation
Special Defenses:Missile dodge
Magic Resistance:Nil
Size:L (11’ long)
Morale:Fanatic (17-18)
XP Value:1,400

Thri-kreenThe figures given above are for mature adult thri-kreen. Others have the following abilities, based on their age (they age one age category per year until they reach mature adult):

HDTHAC0XPClaw/bite DamageSpecial Ability
Larva1+319651/1
Child2+3171201/1
Young3+3171751d3/1d3leap
Young adult4+3152701d3/1d3
Adult5+3159751d4/1d4+1venom, chatkcha
Mature adult6+3131,4001d4/1d4+1dodge missiles

Thri-kreen are a race of large, intelligent insects often referred to as “mantis warriors”. They are found in most areas of Athas and they prefer to roam the plains where they have hunting territorres. Thri-kreen have no need of sleep and can remain active through the day and night.

Mature adult thri-kreen are 7 feet tall at the shoulder and 11 feet long. Six limbs protrude from their midsection, two are used for walking and the other four end in hands. The tough, sandy-yellow exoskeleton is extremely hard. A thri-kreen has two compound eyes, usually black with highlighted eyespots, two antennae, and a complicated jaw structure that manipulates food as the thri-kreen chews. The antennae help the individual to maneuver through brush and grasslands in the darkness (they also lessen any melee combat penalty from darkness or blindness by 1; missile combat is not affected). Thri-kreen often wear harnesses and even some forms of clothing, but they never wear armor.

The two subspecies of thri-kreen found in the Tyr Region are the jeral and the to’ksa. Jeral have short necks and antennae. Their hands each have three fingers and the shells of their abdomens are segmented. To’ksa have four-fingered hands, long necks, and long antennae They also have a long, solid shell that covers the top of the abdomen, and a thin layer of skin that covers the rest of their chitin.

The thri-kreen native language uses several sounds found in humanoid languages, but also uses clicks and grinding sounds. While it is difficult for other creatures to speak this tongue, it is just as difficult for thri-kreen to imitate more standard speech patterns. Thri-kreen speak their own language, but some (perhaps 30%) understand common.

Combat: The majority of thri-kreen are hunters, concerned primarily with finding enough prey to support the pack. Thri-kreen hunters seldom attack other sentient beings for food, but will defend themselves if attacked. Some thri-kreen have strayed from hunting and have begun raiding, these thri-kreen are the scourge of all other creatures. Thri-kreen attack in a well-coordinated group, generally weakening their enemies with psionics and missile weapons before engaging in melee. They also stalk prey and are relentless in their pursuit. Because thri-kreen do not sleep, their ability in siege combat is superior. A raiding party can continue an assault long after their opponents have tired. Though thri-kreen can win most battles by force, they win some through attrition and endurance.

The thri-kreens’ chitinous exoskeletons give them AC 5 naturally. Thri-kreen are immune to charm person and hold person spells. Unarmed, thri-kreen can attack with 4 claws and 1 bite attack per round. If using a weapon, thri-kreen can attack with weapon and bite. The gythka, a polearm with a blade at each end, can slash for 1-6 (1d6) points of damage against man-sized or smaller targets, or 1-10 (1d10) points of damage against larger targets. The gythka can be thrown as a spear to inflict 3.8 (1d6+2) points of damage. Thri-kreen also learn special combat maneuvers as they grow older, learning all by the time they are mature adults.

Leap: This ability allows thri-kreen to leap 20 feet straight up or 50 feet forward. They cannot leap backward.

Chatkcha: This is a crystalline throwing wedge. A thri-kreen can throw 2 chatkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage when it hits, and returns to the thrower when it misses. Generally, only adult thri-kreen use the chatkcha. The thri-kreen ceremony of adulthood is associated with the chatkcha.

Venom: This venom is delivered through an older thri-kreen’s bite. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2-20 (2d10) rounds, man-sized for 2-16 (2d8) rounds, large creatures for 1-8 (1d8) rounds, and huge and gargantuan creatures for only 1 round.

Dodge missiles: A mature thri-kreen can dodge missiles fired at it with a roll of 9 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Psionics: Some thri-kreen have psionic wild talents. There is a 50% chance that any thri-kreen will have a psionic wild talent, described in The Complete Psionics Handbook.

Magical items: Thri-kreen can use most magical items, though those designed for humanoid creatures cannot be worn properly, so do not function for a thri-kreen.

Habitat/Society: Thri-kreen hatch from eggs. Those who hatch from the same group of eggs are considered a clutch. The bond of a clutchmate goes beyond family or friendship. When thri-kreen enter humanoid society. they still feel compelled to belong to a clutch and often accept humanoids as clutchmates.

In their natural habitats thri-kreen organize into hunting packs. There are no permanent thri-kreen communities. Each pack consists of several clutches and ranges over a wide territory that the pack considers to be theirs for purposes of hunting. Small packs consist only of mature adults. Packs of more than eight thri-kreen are about two-thirds mature adults and one-third other age categories (in about equal numbers).

Thri-kreen clutches and packs are organized along a strict order of dominance. The toughest member is the leader, the second most powerful is the second in command, and so forth. A thri-kreen can challenge a superior for dominance, initiating a contest. The combatants fight until one surrenders or dies. Afterward, the matter is settled and there are no lingering resentments, because all thri-kreen agree that a strong leader makes a strong pack. The challenger is doing what is best for the pack, not seeking personal gain, and after a challenge, both individuals can go about their business, confident of their status within the group.

When thri-kreen are not engaged in hunting, they make and repair weapons, teach skills to their young, and create works of art, usually sculpture. Thri-kreen also decorate their chitin with etchings or sometimes paints. Thri-kreen also pride themselves in the quality of their weapons, especially the chatkcha. Many chatkcha are decorative as well as functional and have designs carved into them. Some chatkcha become heirlooms and are passed on from generation to generation within a pack. If an heirloom chatkcha is lost or stolen, thri-kreen consider it a point of honor to recover it.

Thri-kreen are monogamous and never betray the bond between mates. Mating usually takes place late in the year at the time of the ascending sun. From 10-30 eggs are laid approximately 30 days later. Eggs not eaten by predators hatch about 60 days later. Thri-kreen advance one age category per year until they become mature adults. A thrikreen seldom lives for more than 35 years.

Ecology: Thri-kreen are carnivores. They seldom hunt other intelligent creatures for food, but will do so in times of need. Mantis warriors have a well-known taste for elves, which keeps both races at an uneasy peace at best. When raiding instead of simply hunting, thri-kreen are rarely interested in items with monetary value, usually concentrating on those things they can eat. Thri-kreen packs carry little that could be considered treasure, though their weapons and tools are considered valuable by some. Thri-kreen chitin can also be used for armor by humanoids if care is taken.


Last Modified: February 23, 2014, 20:16:08 GMT


 "Never fire a laser at a mirror."

Tchklinxa's picture
Tchklinxa
May 7, 2016 - 1:19pm

Tohr-kreen I

2405



Tohr-kreen I
Climate/Terrain:Any but the Forest Ridge
Frequency:Rare
Organization:Packs
Activity Cycle:Any
Diet:Omnivore
Intelligence:Very to Genius (11-18)
Treasure:R,S (C)
Alignment:Chaotic neutral
No. Appearing:1 (75%) or 1-4 (25%)
Armor Class:3
Movement:36
Hit Dice:7-12
THAC0:7-8 HD: 13
9-10 HD: 11
11-12 HD: 9
No. of Attacks:5 or 3
Damage/Attack:1-6 (×4)/2-7 or by weapon
Special Attacks:Poison
Special Defenses:Dodge missiles on a roll of 11 or better
Magic Resistance:Nil
Size:L (8-10’)
Morale:Champion (15-16)
XP Value:7 HD: 2,000
8 HD: 3,000
9 HD: 4,000
10 HD: 5,000
11 HD: 6,000
12 HD: 7,000
Psionicist: add 2,000

Tohr-kreen are larger, cultured versions of thri-kreen. They are more civilized than their smaller cousins, and not nearly as aggressive. However, when they do fight, they are more deadly than the thri-kreen. They are occasionally met travelling about Athas, but none are native to the known lands. Rumors say that they may be from a city located far away, but no tohr-kreen will ever reveal the whereabouts of this city or if it even exists.

A tohr-kreen resembles its smaller cousin and may even be mistaken for one. They resemble a huge praying mantis with the sandy yellow coloring of a mantis warrior. They have dark purple or black eyes and wear a leather harness to carry weapons and other possessions. Tohr-kreen grow to as much as 10’ high and 13’ long and weigh from 300 to 400 pounds. They carry normal weapons and shields, or the special weapon that the thri-kreen have developed, the gythka. They have also developed an improved version of the chatkcha, called a kyorkcha. A tohr-kreen encountered on the road usually has a specially made backpack, filled with art treasures and books it can’t part with.

Tohr-kreen speak the language of the thri-kreen, and their own language as well. Additionally, they speak 1-4 other languages.

Combat: Tohr-kreen are vicious fighters in combat, stopping at nothing to win. The fact that a tohr-kreen comes from a more advanced culture than a thri-kreen is not apparent to anyone who has to face one in combat.

In melee tohr-kreen can attack with their four front limbs, doing 1d6 damage with each limb. They can also use a paralyzing bite. Their paralytic poison is much stronger than that of their smaller cousins. A save vs. paralyzation at a -4 penalty must be made or the victim is paralyzed for 2d6 rounds. If the save is failed, the victim must also save vs. poison or take an additional 20 points of damage from the shock to his nervous system.

Tohr-kreen also use weapons, favoring long pole arms and two-handed swords. It is possible for a tohr-kreen to use two two-handed swords at once, one on each side. They may also carry a shield, which improves their AC by 1. They are adept at the use of the gythka, the wicked bladed pole arm that the thrikreen have developed. They have improved on the design of the chatkcha, the throwing wedges of the mantis men. They have developed the kyorkcha, a missile weapon similar to an edged boomerang, with spines along the side, thrusting out to do additional damage. A gythka causes 1d10 points of damage when used as a melee weapon, and it may be thrown for 1d6 +2 points of damage. The kyorkcha does 1d8+2 points of damage when thrown, and if it misses its target, it automatically returns to the thrower. The typical kyorkcha is edged on both sides, but 25% of them are blunt near the back curve. Such weapons can be used to knock out a foe. The tohr-kreen has a -1 penalty attack roll penalty when using a kyorkcha in this manner. The chance of causing unconsciousness is 3% per point of damage caused. Only 25% of the damage caused is permanent if the weapon is used in this fashion. A typical tohr-kreen carries 2-5 (1d4+1) of these weapons, and 50% of all kyorkchas are actually made of metal. Metal kyorkchas do an extra point of damage.

A tohr-kreen may dodge missiles as a mantis warrior, but they are larger and have a harder time getting out of the way. They need a roll of a 11 or better to dodge a missile. They can leap 30 feet up or 70 feet forward.

Tohr-kreen with psionic powers all prefer the telepathic and psychometabolic disciplines over any others.

Tohr-kreen have a 5% chance per level to possess a magic weapon, shield, or miscellaneous magic item and a 90% chance to carry 1d8 magic potion fruits. No tohr-kreen can ever cast mage spells, although they have no qualms about using magical items.

Tohr-kreen do not like cold weather. If the temperature drops below freezing, tohr-kreen receive a -1 penalty to their initiative and attack rolls. They also have a -1 penalty to save versus magical cold attacks. A tohr-kreen traveling through the mountains usually has a specially cut cloak to help protect them from the cold, or else a magical device like a ring of warmth.

Habitat/Society: Tohr-kreen come from far away. They are supposed to have a culture somewhere, but no one has ever been able to find it or to make a tohr-kreen tell where it is. It is not known if the tohr-kreen who leave their home are under a geas or just extremely stubborn. Those who know the thri-kreen believe that either explanation is equally likely.

Tohr-kreen encountered are usually lone travellers; there is only a 25% chance that more than one are encountered. They are not reluctant to visit the abodes of demi-humans, always in an attempt to learn new things. Tohr-kreen are also purchasers of artworks, usually small adornments that they can wear or small paintings that are nice to look at. A tohr-kreen’s taste differs from the rest of Athas, so an item an artist may consider junk could get an offer from a tohr-kreen of 10 times its supposed worth, while a highly priced item is passed over entirely.

Tohr-kreen never stay in one place long, and it is not really known if they return to their faraway home or if they have been banished forever. Tohr-kreen are very reticent to talk about their home or their background, although their are eager conversationalists about almost any other subject. Tohr-kreen have become fast friends with humans and demi-humans, even being accepted by certain broad-minded elves.

One trait cited to prove that tohr-kreen are more advanced than their thri-kreen cousins is that a tohr-kreen has no interest in eating elf flesh. A tohr-kreen seems to consider the eating of intelligent beings cannibalism and will never consider it. Of course, few elves believe this, and a tohr-kreen may be called upon to defend itself if it encounters them.

The tohr-kreen also differs from the mantis warriors in that a tohr-kreen does not share the fascination for the hunt. They are just as single-minded as a mantis warrior, but their purpose has passed that of mere survival. In most, the quest for knowledge has replaced the need for the hunt. A human entertaining a tohrkreen guest may leave him at night reading in the library, and return in the morning to find that the tohr-kreen has not moved, except to fetch more books or scrolls.

Tohr-kreen and thri-kreen do share the same feeling about clutch-mates. Someone who befriends a tohr-kreen has made a friend for life. With their reserved natures and nomadic lifestyle, this is not a common occurrence. A tohr-kreen.s clutchmate can count on his friend to defend or avenge him, as the case may be.

Relations with thri-kreen are usually civil, although tohr-kreen seem to think of mantis warriors as barbarians, uncultured and uncouth. Generally, a tohr-kreen does not make friends with a thri-kreen, treating them as poor, uncultured cousins. The thri-kreen understandably resent this and look upon tohr-kreen as uppity snobs. The fact that the tohr-kreen are unquestionably better in battle usually keeps relations from getting too strained, however. A tohr-kreen may travel with a pack of thrikreen, for a while. However, the thri-kreen’s constant search for food and preoccupation with the hunt generally becomes boring to a tohr-kreen, and he usually leaves after only a short while.

Tohr-kreen have much better stamina than a thri-kreen. They also never need to sleep and can exist on ½ of the water that a thri-kreen requires (¼ of a gallon per day).

One trait that tohr-kreen share with most humans is fear and loathing of mages, defilers in particular. A tohr-kreen has little respect for someone who does not seek to oppose defiling magic, feeling that anyone who allows the world to be destroyed for the sake of magic is not worthy of their notice. They are wise enough not to actively oppose the sorcerer-kings, and they do their best to avoid contact with any king’s templars. Negotiation and even bribery are used if templars attempt to arrest or detain a tohr-kreen. If this fails, the tohr-kreen is 75% likely to explode into action, killing or subduing the templars and fleeing the city. If the tohr-kreen does not immediately fight, it is only because he is awaiting a better opportunity.

There is no record of a female ever laying a clutch of eggs in the lands of Athas. They either return home to lay their eggs or the scarcity of tohr-kreen makes it difficult for them to find mates.

A tohr-kreen can crossbreed with a thri-kreen, but again, there is no record of this ever happening in Athas. They have also broken the cycle that causes so many thri-kreen to die before reaching maturity; unlike thri-kreen, the mantis nobles never eat their young, even the ones who do not survive. This raises the survival rate of the young to almost 50%. A young tohr-kreen has 2HD, a THAC0 of 19, and attacks for 1 point for each arm and bite. A tohr-kreen larvae gains a Hit Die every two years and matures in fourteen years. Tohr-kreen show no effects of aging until they reach at least 50 years and may live for as long as 75 years.

Ecology: Tohr-kreen come from the steppelands north of the Ringing Mountains. Since they have the same, or better, survival traits that a thri-kreen has, it is always assumed that their homeland is a barren desert. This is by no means sure – it may just be a racial trait. Whatever the truth of the matter, a tohrkreen is very hard to kill. All tohr-kreen possess survival proficiency in all terrain types except the Forest Ridge.

Tohr-kreen weapons are very rare and very valuable. A gythka or a harness in good condition is worth as much as 25 sp. A kyorkcha is worth 2d6 sp to a collector and 1d6 sp to a warrior. Mantis men particularly prize the kyorkcha and pay double collectors. prices. A metal kyorkcha is worth 1d4 gold pieces, twice that to a thri-kreen or to a collector. A metal kyorkcha with a blunt side may bring as much as 5 gp from a gladiator or warrior, since it can be used without cutting an unarmored hand. It requires two proficiency slots to learn to use the kyorkcha, and a tohr-kreen or thri-kreen who is proficient in it must provide the training. For obvious reasons, this is very rare. A tale is told of a sorcerer-king who has a tohr-kreen gladiator in his stable, said gladiator being forced to teach the other members of the stable the use of this weapon. This weapon is an exception to the normal rules pertaining to gladiators; the kyorkcha is not automatically known. A gladiator need only spend one proficiency slot to learn it, however.

Tohr-kreen skulls may be hollowed out to make excellent great helms. An exoskeleton may be mounted intact as a trophy, and one sorcerer-king is alleged to have three of these large, magically animated skeletons guarding his water supplies.

Tohr-kreen usually have 1d6 valuable gems earmarked for art or book purchases. Since tohr-kreen have photographic memories, they need only read a book once. All tohr-kreen encountered can read and write, a fact that they share only with clutch-mates or close friends.


Last Modified: February 05, 2014, 21:19:44 GMT


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May 7, 2016 - 1:20pm

Aspis

2107



 DroneLarvaCow
Climate/Terrain:Any/SubterraneanAny/SubterraneanAny/Subterranean
Frequency:RareRareVery rare
Organization:HiveHiveHive
Activity Cycle:AnyAnyAny
Diet:OmnivoreOmnivoreOmnivore
Intelligence:Very (11-12)Non- (0)Low (5-7)
Treasure:FNilNil
Alignment:NeutralNeutralNeutral
No. Appearing:2-206-601
Armor Class:3 (2)67
Movement:151, Sw 63
Hit Dice:62-510
THAC0:152 HD: 19
3-4 HD: 17
5 HD: 15
11
No. of Attacks:211
Damage/Attack:1-4 or by weapon2-73-18
Special Attacks:NilNilNil
Special Defenses:See belowSee belowSee below
Magic Resistance:NilNilNil
Size:M (6’ long)S (1½-3’ long)H (15’ long)
Morale:Elite (13-14)2-3 HD: Steady (11-12)
4-5 HD: Elite (13-14)
Elite (13-14)
XP Value:6502 HD: 65
3 HD: 120
4 HD: 175
5 HD: 270
2,000

Aspis are a race of insectoid creatures that dwell in underground nests not far beneath the surface. The majority of encounters with these unique beings are with the adult male drones; contact with or sightings of the larvae and cows are all but unheard of.

Aspis drones look much like giant weevils. They have hard, chitinous bodies that are gray or off-white in color and provide excellent protection from harm. Their heads have two multifaceted eyes, a pair of short, blunt antennae, and a long proboscis. Drones have six legs, each of which terminates in a cluster of fine manipulatory claws.

Aspis do not speak in the way that humanoid races do, although roughly 5% of them have been able to master a rough form of the common tongue. Among themselves, they have no spoken or written language; they communicate via a unique language of scents. The human olfactory system is wholly unable to detect the subtle changes of odor used by aspis in their conversations.

Combat: Almost all combat situations are dealt with by the drones, who are charged with protecting the nest and defending the larvae. If fighting to defend their cow, aspis warriors never check morale and fight to the death against any odds.

When an aspis drone does battle, it rises up on its rear two legs, leaving the other four limbs free to wield two weapons and hold two shields. When an aspis does this, its Armor Class is improved to AC 2.

The most common weapons employed by aspis in combat are short swords and hand axes. Although the structure of their bodies prevents them from using bows, they have been know to employ an unusual form of light crossbow in missile combat and are sometimes found with javelins and other throwing weapons.

The aspis is a very hardy creature, immune to attacks that use cold or electricity to inflict damage. In addition fire-based attacks cause only half damage to an aspis.

When called upon to defend their nests, aspis drones place numerous traps in any area they are forced to withdraw from. Even if they are caught off guard, the regions of the hive that surround the cow’s chamber and the larvae rooms are always trapped as a precaution against trespassers. As a rule, aspis traps involve rockfalls, pits, and other crude devices. Delicate traps, like poisoned needles, are not encountered in aspis lairs.

Habitat/Society: Aspis drones have no sense of individuality, lacking even unique names or personalities. They are nothing more than cogs in the machine that is the hive itself. Despite their high intelligence they take no actions on their own unless instructions from the cow are impossible to obtain.

An aspis nest is a collection of underground chambers connected by low tunnels bored out of soft rock or earth. A lair or nest always contains one to three egg chambers and as many as six grub hatcheries, which are inhabited by 1d10 larvae each. In order to feed the hive, there are also two to four granaries.

At the heart of each aspis lair is a huge central chamber in which the cow lives. The walls and floor of this room are covered with a thick, white liquid that is highly acidic and eats through metal or wood in a single round. If it comes into contact with living flesh, it inflicts 1d8 points of damage each round until washed off, As might be expected, all types of aspis are immune to this fluid.

The aspis knowledge of scents, musks, and perfumes is second to none. They are able to formulate and mix concoctions that simulate almost any odor: they use these compounds for many purposes. For example, a town that has taken action against a nearby aspis hive may find that its walls have been splashed with liberal doses of a sticky, yellow liquid that smells somewhat like chlorine. Imagine the surprise of the watch when they find that this substance not only attracts giant rats and similar rodents, but it also drives them into a wild fury. such examples of aspis vengeance are not common, but they are numerous enough to be taken seriously by those who would molest the aspis.

Ecology: Because of the ferocity with which aspis drones defend thier nest and its cow, this race has few natural enemies. They generally prefer to keep to themsleves as much as possible. Most encounters with the aspis occur when hard times force a colony to begin raiding nearby human settlements for food and other supplies.

The acid that is secreted by the cow is highly prized by alchemists. In addition to its obvious uses as a corrosive agent, it is important in the preparation of magical inks and potions that relate to acids and corrosion.

Aspis are true omnivores as they eat almost anything. Their digestive systems are very efficient and they can derive nourishment from virtually any organic matter.

Aspis are able to domesticate other forms of giant insects via chemical cues and scents. The most common creatures they take as guardians are giant ants. In the average aspis lair, there are 1d10 such creatures, while on occasion (10%) there are ten times that many ants. It is not know for sure if the aspis are able to acquire control over other semi-intelligent insectoid races (like the cave fisher or giant hornet), but current wisdom speaks against this.

Larvae

All aspis begin their lives as larvae. In this state, they resemble giant maggots or grubs, being white or pale pink in color. Their soft skin is easily cut through by swords and similar edged weapons. Aspis larvae are blind and deaf, but they sense potential food by vibrations in the ground and scents in the air. Aspis larvae can attack only with their jaws.

Aspis larvae have incredible appetites and are always eating. As a rule, they are kept only in the grub hatcheries of the nest, which resemble nothing more than vast sewage pits. Food scraps and other waste products are dumped into these chambers and form a sort of soup in which the larvae swim and feed. The stench of a grub chamber is so vile that non-aspis who enter it must roll successful saving throws vs. poison or become violently ill until removed from the odor.

 

Cows

Once in a great while, an aspis larva is selected by the drones of a nest and separated from its siblings. Fed a special diet and nurtured carefully, this larva does not mature into an adult drone, but instead becomes a cow.

Aspis cows look like huge larvae, reaching lengths of 15 feet when fully mature. They exude a dangerous corrosive that coats their bodies and adheres to the walls and floor of their chambers. Although they are slow and not at all agile, their great size makes their bite very dangerous.

 


Last Modified: June 10, 2010, 11:52:11 GMT


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Tchklinxa
May 7, 2016 - 1:20pm

Horax

1050 • 2105



Horax
Climate/Terrain:Subterranean
Frequency:Uncommon
Organization:Colony
Activity Cycle:Any
Diet:Carnivore
Intelligence:Animal (1)
Treasure:Nil (D)
Alignment:Neutral
No. Appearing:3d10
Armor Class:3
Movement:15
Hit Dice:4
THAC0:17
No. of Attacks:1
Damage/Attack:2d8
Special Attacks:-1 initiative, crush
Special Defenses:Nil
Magic Resistance:Nil
Size:M (5-6’ long)
Morale:Average (10)
XP Value:270
Young: 15

The horax are insectoid creatures, as ferocious as they are mindless. They are long with 12 legs, small but powerful mandibles, and tough chitinous plates that cover the back. Horax are long and low to the ground. Their legs end in strong grippers, able to hold firmly to nearly any surface. They are very dark in color, blue-black to pure black and are not easily seen, even by those with infravision.

Combat: The horax almost always attack in packs. They rely on numbers and speed to make their kills. Although they appear short and stocky, they are surprisingly quick, making them difficult to fight. They gain a +1 bonus to their chances of being surprised and a -1 bonus to all initiative die roils.

The horax have exceptional climbing ability and can cling and attack from almost any surface and any angle. It is not unusual to find horax packs scouring underground tunnels, some moving along the floor while others cling to the ceilings and walls. This can make them dangerous and difficult to fight for the unwary.

Horax attack with their mandibles. Though these are small, they are strong enough to crush bones. Once a horax scores a hit, it maintains its lock. Each round this lock causes 1d6 points of additional damage. No attack roll is needed for this. A horax’s lock can be broken by a character (whether the attacked character or another) who spends an entire round working to dislodge the beast. The character attempting must still roll for the attack. If successful, he has pried the beast’s jaws open.

Being insectoid, horax are vulnerable to cold. While ice- and cold-based attacks do not cause any additional damage, they have the effect of a slow spell. This effect lasts for 2d6 rounds.

Habitat/Society: The horax are communal creatures, living in small colonies of 30+1d10 individuals. There is no distinction between male and female horax. Each colony is located underground in a series of chambers. There are several communal chambers connected to a central egg chamber. Normally, there are 3d6 young among the eggs (HD 1, AC 7, Dmg 1d6). Other chambers are used to store food dragged back to the lair by the horax. These are kept for later use, preserved by the dry air of the tunnels. These chambers contain whatever treasure the horax have accidentally collected. Magical items found are most often weapons or armor from the bodies of dead warriors slain and brought back by the foragers.

Ecology: Although subterranean, the horax do venture to the surface when prey is scarce in the tunnels underground. They venture onto only the surface in the hours of dusk, after the hot desert sun has cooled, but before the chill night air makes them sluggish. Although they prefer fresh kills, they also scavenge. They do not seem to have preferences for prey, although they seldom attack other insectoid creatures.

The back plates of the horax can be fashioned into a lightweight and durable armor (AC 4) by armorers experienced at handling the stuff. The Glass Sailors of Taladas are among the best in the world at this art.


Last Modified: June 10, 2010, 11:59:06 GMT


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Tchklinxa
May 7, 2016 - 1:21pm

Fyrefly

2132



Fyrefly
Climate/Terrain:Any Tropical, Sub-tropical, or Temperate
Frequency:Rare
Organization:Solitary
Activity Cycle:Night
Diet:Herbivore/scavenger
Intelligence:Average (9)
Treasure:Nil
Alignment:Chaotic Neutral
No. Appearing:1 (but see below)
Armor Class:5
Movement:Fl 18 (A)
Hit Dice:1 hp (Attacks as 5 HD)
THAC0:20 (15)
No. of Attacks:1
Damage/Attack:1
Special Attacks:Starts Fire
Special Defenses:Immune to Fire Attacks
Magic Resistance:Nil
Size:T (1”)
Morale:Steady (11)
XP Value:175

The fyrefly is a large, slow-moving black insect with red wings and reddish eyes. It is normally a benign insect which flits from plant to plant, eating leaves and rotting vegetation. For most of its life, it causes no harm to anyone. It is during the creature’s reproductive cycle when it becomes dangerous to other creatures.

Combat: When a fyrefly is doused with water or hit with a cold-based spell, it falls into dormancy. It appears dead, but will awaken in 24 hours and begin its feeding process again.

When a fyrefly comes in contact with a flammable object, there is a chance it will burst into flame. To determine this chance, first determine the flammability of the object in question. On an average fighter, for example, perhaps only 10% of his/her attire would be flammable, while on a wizard almost 90% would be. On any hit, roll percentile dice to see if the fyrefly hit a flammable object. Any flammable object hit by a fyrefly, adult or larval, must save vs. normal fire or be set ablaze. Persons in burning clothing suffer 1-6 hit points of damage per round until the fire is extinguished. Hits that do not strike burnable objects are assumed to hit flesh, causing 1 hit point damage.

The fyrefly will only attack living creatures while it is in its larval stage, immediately after it has reproduced (see below). At this time, it becomes frenzied, and will seek to set fire to any living creature. When the fyrefly is in this agitated state, it becomes extremely aggressive, and attacks as a 5 HD monster (THAC0 15). Because of its extreme quickness, it becomes much more difficult to hit, with an effective Armor Class of 5. (If, for some reason, a larval fyrefly is resting, its Armor Class falls to 9.) During its aggressive phase, it flies at anything that moves, believing itself to be invincible.

When in its larval state, the fyrefly is immune to fire and fire-based attacks, but cold-based attacks will immediately cause the creature to fall dormant. Water splashed on a larval firefly will also cause dormancy if the insect fails a saving throw vs. paralysis.

Larval fyreflies will swarm, and area of effect spells will have a reasonable chance to take out most of the creatures, but 10% of the creatures will always survive such an attack. Remember that larval fyreflies usually swarm around a creature, and an area of effect spell will undoubtedly affect that creature, also.

Habitat/Society: The adult fyrefly is a solitary insect, which lives in forested areas. Fyreflies spend most of their time gathering food and sleeping, waiting until the day they are to reproduce. Fyreflies voluntarily avoid others of their species, moving off into their own separate feeding areas. They sleep during the day, and feed constantly at night, pausing only to move to another leaf.

A swarm of larval fyreflies are born from one fyrefly which has fed constantly for two months. The firefly will seek out a fire to fly into in order to reproduce. The ’fly is not killed by the fire, but rather reverts to its larval state to reproduce. It metamorphoses into a small, insect-shaped mote of extremely hot fire. This may be noticed by a much brighter area inside the fire into which the fyrefly has flown. At this time, it begins a process of divisions which, if left unchecked, will produce dozens of tiny balls of flame. If the fire is quenched while the parent fyrefly waits to split, the ’fly will be unable to reproduce, and will burn out in 10 minutes. If the fyrefly is undisturbed, it will produce two larval fireflies after 10 minutes in the fire. The original ’fly dies, but its two offspring remain in the fire. For each succeeding round, each will generate two offspring, after which they leave the flame. So, two rounds after the first split, 2 fyrefly larva leave the main fire, 4 the following round, then 8, then 16, then 32, and finally 64. The final 64 fyreflies are incapable of producing any more offspring at this time. After a larval firefly leaves the fire, it burns until it is killed or sent into dormancy, or until 10 rounds have elapsed, when it falls dormant on its own and begins its transition to adulthood. This transition takes 9 days.

Ecology: Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his “pets” to escape into the world.

Fyreflies would pose no problem to mankind were it not for their peculiar breeding habits. They are prized for use in many fire-based potions.


Last Modified: June 10, 2010, 11:57:09 GMT


 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:22pm
 HornetWasp
Climate/Terrain:Any forest or caveAny forest or cave
Frequency:UncommonRare
Organization:SolitaryHive
Activity Cycle:DayDay
Diet:OmnivoreOmnivore
Intelligence:Semi- (2-4)Non- (0)
Treasure:NilQ(×20)
Alignment:NeutralNeutral
No. Appearing:11-20
Armor Class:2 (4)4
Movement:6, Fl 24 (B)6, Fl 21 (B)
Hit Dice:54
THAC0:1517
No. of Attacks:12
Damage/Attack:1d42d4/1d4
Special Attacks:Poison and paralysisPoison and paralysis
Special Defenses:NilNil
Magic Resistance:NilNil
Size:M (5’ long)M (5’ long)
Morale:Average (8-10)Average (8-10)
XP Value:650420

Giant hornets are nothing more than fantastically enlarged versions of normal insects. Unlike their more common cousins, they are often hostile and aggressive.

The giant hornet has a 5’ long body and a 10’ wingspan. Their chitinous exoskeleton is marked by shiny, parallel stripes of black and yellow. The abdomen is tipped by a retractable stinger.

Combat: Giant hornets are solitary creatures who will attack on sight. It swoops down onto its prey and takes hold with its legs while its stinger stabs into the victim’s body. In addition to inflicting 1-4 points of damage, the stinger also injects a potent toxin. If a saving throw versus poison is not made, the toxin does 5-30 points of damage and paralyzes the victim for 2-12 (2d6) hours.

Smoke and flame are powerful weapons in any battle against these giant insects. Smoke causes them to become somewhat tranquilized, invoking a -2 penalty on its attack rolls. Flame frightens them greatly, and they will suffer a -4 on their attack rolls against anyone who is using it to defend himself. The hornet’s wings are especially vulnerable to flame and will be consumed by any form of fire-based attack in one round. Although this does no physical harm to the hornet, it does render it flightless until its wings grow back in 2-12 (2d6) weeks.

The giant hornet is a very noisy flier and the buzzing of its wings can be heard up to 150’ away. Underground, this range is halved by each wall or closed door between the monster and the listener.

Habitat/Society: Giant hornets are believed to be the result of magical experiments gone awry. Save for the fact that they are much more aggressive than the common hornet, their gigantic size has not changed their instinctual behavior.

Once per month, female hornets will prepare a nest and attract a male for mating. Together, the two create an egg chamber in some out of the way place. Egg clambers can be established in pits, abandoned buildings, caves, or any similar area. The wales of the chamber are coated with a mixture of mud, cellulose, and hornet saliva which hardens into rock. The construction of the chamber takes between 1 and 6 days, depending on its size.

When the chamber is complete, the couple mates. The male departs shortly afterwards, but dies within a day from exhaustion. The female leaves the chamber in search of a victim which it paralyzes and carries back to the chamber. Once in the chamber, the hornet uses its mud-like compound to bind its prey and injects it with 2-4 (2d8) eggs. It leaves promptly thereafter, pausing only to seal the egg chamber (which takes 1-6 hours), Mere hours later, the eggs hatch and the larvae within begin to feed on the body around them. The six inch long larvae do 1 point of damage each per turn. After devouring the body, the young hornets break through the wall of the egg chamber by dissolving it with their saliva and fly off to begin their lives in the wild.

Although hornets do not keep treasure troves, their egg chambers may be a source of valuable in the form of victims’ possessions.

Ecology: The giant hornets are the result of deliberate tampering with nature. They roam the world mindlessly following their primal instinct to reproduce.

Hornet toxin decays quickly when removed from the body. It can be used to coat blades and such only if the toxin is less than two days old. The toxin may also be used in the preparation of anti-paralysis potions and antidotes.

Gianl Wasp

These insects are very similar to giant hornets but live in swarms of as many as 20 individuals. Giant wasps are cooperative insects who build and maintain immense hives. Constructed of a thick paper-like substance, giant wasp hives are home to 21-40 (1d20+20) adults and 100-400 (1d4×100) eggs, larvae, and pupae. Their hives may surround a lace tree or fill a vast chamber in the earth.

A giant wasp first attacks with its powerful bite (2d4 points of damage), then stabs with its stinger (1-4 points). Failure to make a save against poison means that any victim hit by the stinger has been injured with a poison similar to that employs by the giant hornet. Paralyzed victims are carried back to the hive and placed in the communal egg chamber where they are quickly consumed by the hungry young.

 


Last Modified: June 10, 2010, 11:59:09 GMT


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Tchklinxa
May 7, 2016 - 1:23pm

Pernicon

2132



Pernicon
Climate/Terrain:Desert
Frequency:Rare
Organization:Swarm
Activity Cycle:Night
Diet:Omnivore
Intelligence:Semi- (2-4)
Treasure:U,Y
Alignment:Neutral
No. Appearing:4-200 (in lair 300-3000)
Armor Class:3
Movement:12
Hit Dice:1 hit point each
THAC0:20
No. of Attacks:1
Damage/Attack:1-10
Special Attacks:Constitution drain
Special Defenses:Nil
Magic Resistance:Nil
Size:T (2” long)
Morale:Unreliable (4)
XP Value:15

The pernicon is a brightly colored insect that resembles a grasshopper. lts coloring is an odd mixture of red, yellow, ochre, and blue.

This species of insect dwells in the outer regions of deserts, and is much in demand by desert nomads and other sentient indigenous life for its powers of water divination.

Combat: As a rule, the pernicon is an inoffensive creature, but it will attack in large numbers if disturbed.

Pernicons form swarms when attacking. They leap upon their victims and grip exposed flesh with the pincers located at the rear of their abdomens. Pernicons are quite capable of worming their way under clothing or through joints in armor, so protective clothing or equipment is not complete proof against them. It takes at least ten pernicons to mount an effective attack, and each swarm of ten makes one attack each round. No more than five swarms can attack a single man-sized creature at once. For larger creatures, one additional swarm can attack per size class larger than man-sized; for smaller creatures, subtract one swarm per size class.

Attacks with blunt weapons do normal damage to a pernicon swarm. Each point of damage inflicted will kill one insect. Piercing and slashing weapons can kill only one insect per successful attack. When one or more pernicon in a swarm are killed, any additional pernicons in the area immediately join it to bring the number back up to ten.

When a swarm “hits”, the victim suffers 1-10 hit points of damage (per swarm) from the pincers. In addition, the pernicons drain water and other bodily fluids from the target, causing the loss of one point of Constitution. Each round thereafter, this drain will continue automatically (no roll required).

If a victim’s Constitution falls to three or lower, the victim collapses into unconsciousness. If the Constitution falls to zero, the victim dies. A raise dead spell will recover 50% of a slain victim’s Constitution, while resurrection will recover 75%. If the victim survives, he/she will recover lost Constitution points at his/her natural healing rate for lost hit points.

Spells such as fireball will kill every pernicon in the area of effect. A flaming torch or Flame Tongue sword will kill 2d4 pernicons each round; a pool of flaming oil will kill 2d8 pernicons on the round it ignites, but the insects will avoid the area thereafter. Strong winds, including a gust of wind spell, will disperse all swarms in the area of effect.

Habitat/Society: A colony of pernicons settles in conical-shaped mounds of dirt, sand, and silt ranging from 3-5’ high. The surface of the cones is dotted with exit holes, which the pernicons use to get swarm out quickly. Colonies are usually spaced apart at intervals of no less than three miles, and different swarms have been known to compete for the same living space.

Normally, pernicons leave their mounds at dusk, looking for moisture and dew on plants and rocks. The pernicons’ antennae are sensitive to water, vibrating and giving off a low hum when within 12 miles of a large quantity of water, such as a lake, oasis, or river. Some pernicons will even change their coloration when they are within 90’ of a body of water of any kind.

Pernicons lay eggs during the rainy seasons, generally twice a year in the desert. One pound of eggs are laid per 300 pernicons.

The rear legs of the pernicon create a clacking noise when rubbed together. Some scholars speculate that this is a language, but there is no conclusive evidence of this. Sometimes, pernicon hunters home in on the insects by the noise.

Ecology: Merchants sell live pernicons for up to 10 gp per insect, claiming them to be expert water finders. Many desert creatures, such as brass dragonssandlings, and lamias, savor the pernicons as an excellent meal, and treat pernicon eggs as a delicacy similar to caviar. The more cultured desert tribes also savor the eggs in this way, and will pay the equivalent of up to 50 gp per pound.

The pernicon is so saturated with water, that eating a dozen or so of the raw insects not only provides a human-sized diner with a meal’s worth of protein, but also gives the eater the equivalent of a quart of water. This has earned the pernicon the nickname “walking cactus” by some nomadic tribes, many of whom have extensive recipes for preparing pernicon.

Alchemists and wizards use pernicons in their formulae for creating decanters of endless water, or in experimental water divination spells or items.


Last Modified: June 10, 2010, 12:02:32 GMT


 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:24pm
http://www.lomion.de/cmm/insect.php
 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:29pm

Xixchil

2119



Xixchil
Climate/Terrain:Any
Frequency:Uncommon
Organization:Solitary/tribal
Activity Cycle:Day
Diet:Carnivore
Intelligence:Average - Genius (8-18)
Treasure:W
Alignment:Any
No. Appearing:1-3
Armor Class:See below
Movement:12
Hit Dice:1+1
THAC0:19
No. of Attacks:1 or 2
Damage/Attack:By weapon type, or 2d6/2d6 or 1d4 + poison
Special Attacks:Poison bite
Special Defenses:Nil
Magic Resistance:Nil
Size:M (5’ base)
Morale:Elite (13-14)
XP Value:Varies

Xixchil (ZIX-chil) are praying mantis-like “mantoids” who are accomplished craftsmen. Using their fine scalpel-like manipulators at the ends of their forelimbs, they create fine metalwork, clothing, and clockwork devices whose complexity and beauty rival even that of the reigar.

The xixchil’s main avocation (some say religion) is surgery. The xixchil believe that the body is like a house, and that one must add to the blank shell to make it truly one’s home. Because of this belief, xixchil are very easy to tell apart — their exoskeletons can be covered with inlays, gem settings and other adornments, and they may be grown into fantastic shapes. Most xixchil who deal with humans are named after their “modifications” — Spike, Crest, Hook, and Spinner, for example. The xixchil talent for surgical adornment has found many applications among non-xixchil as well.

Xixchil can synthesize a person-specific anesthetic that renders a patient unconscious for the duration of the “operation”. This enzyme soup requires a taste of the subject’s (or victim’s) clothing, weaponry, or any object that the subject has held in close body contact. A single bite (normal attack roll) administers the dose, or the saliva can work through food or drink.

In this manner the xixchil also create poisons. Once the xixchil has touched the victim, it licks its finger blade to taste the victim’s essence and synthesize poison. On the next round, the xixchil bites to administer the poison saliva. Generally, the poison reacts with the victim’s body chemistry, paralyzing or killing the victim in one round. Those bitten save vs. poison at -4 due to the tailored brew. The xixchil may also spit the poison onto its finger blades. The saliva must be used within ten turns before it breaks down and becomes useless.

The xixchil communicate among themselves with a complex language of both gestures and spoken words punctuated with sharp clicks of their mandibles. The xixchil mandibles are so complex that they can be used to form the words of humanoid speech.

Combat: Most xixchil prefer to strike from surprise or a position of advantage. “Stealth equals efficiency,” says one xixchil proverb.

Xixchll tactics rely on their forelimbs, which have sharp retractable blades. The xixchil slaps with its blades extended for 2d6 damage per forelimb. It can strike twice per round in this fashion, using a sort of boxing maneuver, feinting and dodging to defend itself. Unadorned xixchil have a base AC 5 due to their exoskeletons.

Battle-hardened xixchil: When a xixchil pursues a life of combat, it purchases body modifications — special limbs in the form of maces, blowguns, swords, man catchers, or other weapons. Use thePlayer’s Handbook for weapon-limb damage statistics, since these modifications are comparable to the actual items.

Large xixchil carry so many battle “adornments” that they become killing machines, hiring themselves out for contract work as mercenaries, bodyguards, gladiators, or leg-breakers. These battle-hardened xixchil may have as many as six attacks per round, due to their specialized extra limbs, increased speed, or enhanced strength. Their Armor Class can reach -4.

Battle-hardened xixchil are rare, since fighting is not the race’s main concern. But in the words of one xixchil proverb: “Scalpels are knives.” The xixchil’s flair for sharp objects and their inborn ability to synthesize poison wins them renown as assassins.

Habitat/Society: Xixchil evolved on a liveworld among many predators. Their modification ability enabled them to grow defensive weapons and camouflage. Aided by their unique metabolism, they poisoned and slashed their way to the top of the food chain.

Since danger was ever-present in xixchil life, females spun egg cases containing 10d10 eggs. When they hatched, the young immediately dueled and ate each other until one or two individuals remained. After the first week of life, the infants’ homicidal tendencies faded, allowing the xixchil to achieve civilization.

This inborn winnowing process still occurs today. “Survival of the fittest” remains a major tenet of xixchil society, which stresses individual achievement and improvement over group effort. A xixchil’s allegiance is first to self, then to family; society comes last.

Since they discovered spelljamming, xixchil have realized that there is an endless variety of places and beings and things, all useful for attaining greater prestige. Ironically, this desire to experience the new has caused some individuals to realize that there is more to life than merely self-preservation. This motivates them to try many things — even join adventuring parties.

Xixchil and Adventurers

In this capacity, the xixchil is renowned for its surgical ability. Injured adventurers, or those who simply desire enhancements, can count on swift, sure treatment for their problems. With their sharp forearms and fingertips, the xixchil can execute the finest surgical techniques, separating nerve endings, even isolating single veins for modification. When coupled with clerical magic, a xixchil adventurer can make a party nearly unbeatable.

Their unique digestive processes also work on the cellular level, allowing them to create chemicals with many efiects — body armor, increased strength, specialized appendages, etc. These “adornments” have earned these surgeons a mixed reputation among their clients, for humanoid aesthetics mean nothing to the xixchil. They believe that form follows function, which has led to some really unhappy customers — for instance, the dwarf who wanted superhuman strength, so the xixchil surgeon modified him to use it. Who needs a head, the surgeon reasoned, except for use as a muscle anchor? The poor headless dwarf, though very strong, never again won a beauty contest.

Suffice to say there are more than enough “beautiful people” who are no longer that way thanks to the gentle ministrations of the xixchil. But oh, are they functional!

As a general rule of thumb, if PCs request special modification from a xixchil — for instance, “I want wings” — the modification is non-magical, irreversible, and functional. If the PC can no longer crawl dungeons because his wings are too big, too bad. That PC probably also gets a larger lung capacity, an enhanced appetite, and hollow bones — all essential to flyers. Overall, any given modification takes from one day to two weeks… longer if the client requests extensive changes like super-strength or body armor.

The “adornments” don’t come cheap. Accomplished surgeons charge 2d10 × 100 gp per change, varying the price with the extent and complexity of each operation. Implanted dagger sheaths and hidden dart throwers are fairly simple jobs. A full-body makeover with gender change is not. However, if one is rich and on the run, it could prove a valuable investment.

As an aside, this penchant for adornment also extends to lower animal and plant life. Blooming birds and winged kittens are common sale items. Xixchil spelljamming ships are prime examples of plant sculpture, sporting orchid-like blooms as gangways, exotic naturally-grown staterooms, and sail-like leaves. The introduction of these non-intelligent spacegoing beauties has caused consternation among the elves, since they rival the elven ships in quality but are easier to maintain.

 


 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 1:41pm
About Athas a D&D world that could be remade into a SF world with changes:



 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 2:14pm
<!--[if gte mso 9]> Normal 0 0 1 322 1838 15 3 2257 11.1539 <![endif]--><!--[if gte mso 9]> 0 0 0 <![endif]--> <!--StartFragment-->

Vrusk are also called Rastipedes.

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As a species, rastipedes arose on Nchak, the “Hive Moon” of the gas giant Liavara, far from Golarion. Numerous races of sentient arthropods call Nchak home, and the rastipedes themselves rule the small but wealthy nation-state of Vrusk, under the protection of the moon’s immortal Forever Queen but largely independent in its day-to-day affairs. Vrusk is ruled by a consortium of trade houses, combinations of guilds and noble houses, and each rastipede is born into its hive’s trade house. All rastipedes regardless of station are afforded thorough education, a fact that makes them indispensable to the rest of their moon’s inhabitants as scholars, mages, lawyers, accountants, tradespeople, and other skilled professionals. (http://thecreaturechronicle.tumblr.com/post/74025200381/rastipede)

http://www.lomion.de/cmm/rastiped.php

http://realmofadventure.wikia.com/wiki/Rastipede

http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Spelljammer

Rastipede. They are also eager to take an advantage of a client's gullibility while sticking with the letter of bargain only.

Expy: A lot of the races are recycled from the aliens in TSR's earlier sci-fi RPG, Star Frontiers. Rastipedes are based on Star Frontiers's vrusk, hadozee are yazirians, syllix are sathar, and plasmoids are dralasites.

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The Forever Queen of Nchak is a giant psychic insectoid goddess/queen-bug from the hive moon of Nchak. It's a moon that orbits the gas giant Liavara. (Pathfinder)

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Chitinspace http://ganae.com/DnD/Wildspace/Chitinspace.html

http://www.ganae.com/DnD/Wildspace/dev_notes.html

Rakak-Ord

Keddak-Ti

Chik-tani

Choja-Ruk

Taithek

Ryttos

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D&D God Klikral

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 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 4:54pm

Rastipede

2109



Rastipede
Climate/Terrain:Any space
Frequency:Uncommon
Organization:Nest
Activity Cycle:Any
Diet:Carnivore
Intelligence:Very (11-12)
Treasure:G (R,U)
Alignment:Neutral
No. Appearing:1-6
Armor Class:3
Movement:15
Hit Dice:5
THAC0:15
No. of Attacks:2
Damage/Attack:1-10
Special Attacks:Nil
Special Defenses:Nil
Magic Resistance:Nil
Size:M (6’ long)
Morale:Steady (12)
XP Value:270

The rastipede is an insect-like creature that can be encountered virtually anywhere, usually accompanying a wide variety of other creatures. A rastipede has a hard shell covering its body, which accounts for its low Armor Class. This is fortunate, since their odd body shape makes it impossible for them to wear any standard type of armor protection.

Rastipedes have long lower bodies, Their eight legs enable them to scoot around very quickly. They also have a vaguely humanoid torso and one pair of arms. They strike spacefarers as a kind of insectoid centaur.

The rastipede has a pair of antennae on its head that provide it with a very keen sense of smell. This sense is so keen that the rastipede cannot be surprised by a creature behind it, as long as that creature exudes any odor whatsoever. Also, the rastipede is ambidextrous and fully double-jointed.

Combat: Rastipedes can use the full range of weapons available to humans. Their specialty is a long bow designed and used specifically by their race. This long bow has ranges of 10/20/30, and it inflicts 1d12 points of damage on a successful hit.

Rastipedes are inherently peaceful, however. This accounts for their preference for a missile weapon in combat. Also, the speed of the insectoids enables them to avoid many an unpleasant encounter.

Habitat/Society: Rastipedes are born from eggs, which are laid by a queen that reputedly lives deep within ground in a secluded cavern, wherever they creatures have nests. Rastipedes grow up with a strong sense of duty and responsibility to the nest and the community. AIl rastipedes are well taught in the literature of their own race, which is quite extensive, and mathematics.

A nest of rastipedes might contain anywhere frown 100-600 individuals, half of which are immature, incapable of combat. The adults, however, are fanatically committed to the defense of the nest above all else.

Many rastipedes study the magical arts. About 1 in 6 rastipedes encountered is a mage of 1st through 4th level. Though no rastipede has ever been known to learn a spell higher than 2nd level, they have sufficient skill to operate a spelljammer helm. In fact, a helm operated by a rastipede performs as if operated by a mage of three times the rastipede’s spellcasting level. Thus, a rastipede who casts as a 4th-level mage can operate a spelljammer helm as a 12th-level mage!

The primary interest of rastipedes, however, is trade. They commonly employ crews and hire ships to transport goods back and forth across wildspace, usually turning a profit with every voyage. Rastipedes engage in selling and buying of virtually any product, though most of them adhere rigidly to laws against smuggling or slave trafficking.

Rastipedes are favored henchmen of the arcane. Very often, characters who seek an arcane find themselves dealing with a rastipede go-between. One reason for this is the well known bargaining skill of the rastipedes. Rumors suggest a darker, more sinister connection between the two races, but there is no evidence to indicate that any such association exists.

Ecology: Rastipedes can survive on virtually any kind of food. They need lots of water, but sunlight is apparently not a requirement of the race. Young rastipedes, born in the nest, might spend their first decade underground.


Last Modified: June 10, 2010, 12:03:07 GMT


 "Never fire a laser at a mirror."

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Tchklinxa
May 7, 2016 - 4:55pm
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3 / +3
Attack: Longspear +3 melee (1d8/x3), or claw +3 melee (1d4), or masterwork composite longbow +4 ranged (1d8)
Full Attack: Longspear +3 melee (1d8/x3), or 2 claws +3 melee (1d4), or masterwork composite longbow +4 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Ambidexterity, Darkvision 60 ft., Scent, Spelljamming Talent
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 10, Dex 10, Con 13, Int 12, Wis 11, Cha 10
Skills: Bluff +4, Diplomacy +8*, Escape Artist +2*, Knowledge (arcana) +2, Knowledge (history) +2, Sense Motive +4
Feats: Iron Will, Point Blank Shot
Environment: Any
Organization: Solitary, pair, clutch (3-6), swarm (7-14), or nest (50-300 plus 100% noncombatants)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +3

The creature's lower half is six feet long and eight-legged. Its upper body is humanoid in shape, with a head—adorned with large, compound eyes and a pair of long, whiplike antennae—and two arms. Its entire body is covered by a hard, chitinous exoskeleton.

Rastipedes are best known across the spheres as traders and merchants. They commonly employ crews and hire ships to transport goods back and forth across wildspace, usually turning a profit with every voyage. They are hardworking in all their dealings.

Rastipedes speak Rastipede, Common, Dwarven, and Elven.

Combat

Rastipedes are inherently peaceful and avoid combat whenever possible—their great movement rate allows them to avoid many unpleasant encounters. However, they are not cowardly. They can, and do, use the full range of weapons usable by humans. They attempt to keep enemies at range, preferring custom made longbows. When combat gets to melee range, their hard chitinous armor allows them to make attacks with their claws.

Ambidexterity (Ex): Rastipedes use both hands as their primary hand. When wielding two weapons, if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, neither both attacks use full Strength bonus (if any) to damage.

Spelljamming Talent (Su): When operating a spelljammer helm that is based on the pilot's spellcasting level, a rastipede adds its Int bonus (or +5, whichever is lower) to its spellcasting level for the purpose of determining the ship's Tactical Rating (TR).

Skills: An additional two points were spent on the rastipedes Speak Language skill, which they consider a class skill regardless of class. * Rastipedes receive a +2 racial bonus on Appraise and Diplomacy checks. They also receive a +2 racial bonus on Escape Artist checks because their bodies are fully double-jointed.

Feats: ** Rastipedes can take the Two-Weapon Fighting feat even if they do not meet the requirements, due to their Ambidexterity.

Rastipede Society

Rastipedes are born from eggs laid by the queen. Their secluded, underground nests contain 100-600 individuals, half of which can't fight. Members of a nest grow up with a strong sense of duty to the rest of the community, and take part in educating the young in mathematics and Rastipede literature, which is quite extensive.

Rastipedes often spend their first decade of life underground, away from the sun. It is after this time that some choose go leave the nest for adventure.

Rastipedes as Characters

Rastipede characters possess the following racial traits.

  • +2 Constitution, +2 Intelligence.
  • Size Medium.
  • Quadrupeds have 1 1/2 times the carrying capacity of Medium characters.
  • A rastipedes base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A rastipede begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
  • Racial Skills: A rastipede's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Bluff, Diplomacy, Escape Artist, Knowledge (history), Sense Motive, and Speak Language. Rastipedes have a +2 racial bonus on Appraise, Diplomacy and Escape Artist checks.
  • Racial Feats: A rastipede's monstrous humanoid levels give it two feats.
  • Weapon Proficiency: A rastipede is proficient with all bows and all simple weapons.
  • +7 natural armor bonus.
  • Natural Attacks: 2 claws (1d4).
  • Special Qualities (see above): Ambidexterity, Spelljamming Talent, Scent.
  • Automatic Languages: Common, Rastipede. Bonus Languages: Any.
  • Favored Class: Wizard.
  • Level adjustment +3.

In the Spheres

With their primary interest being trade, it was natural for rastipedes to become the favored henchmen of the arcane (mercane). Most characters seeking an arcane will find themselves dealing with a rastipede go-between.

 "Never fire a laser at a mirror."