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Complement_ Species Compendium

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37 views53 pages

Complement_ Species Compendium

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Correo Basura
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Decapodians ‘Ula’Ula

The Isles’ inherent magic can have unexpected conse- The ‘ula’ula are an introspective species, prone to long
quences. Early in the formation of the Isles, lowly, everyday periods of silence while they contemplate philosophical
creatures began to change in both awareness and size. questions. They seldom stir themselves to fight, but
Over time, they became sentient and built communities. are capable warriors if provoked. Physically, ‘ula’ula
They call themselves decapodians. There are two types of have changed little from their original form other
decapodians: the ‘ula’ula, which evolved from lobsters, and than growing significantly larger and developing vocal
the mant-i, which evolved from mantis shrimp. chords. The most common coloration is a mottled
While in their unevolved forms, neither ‘ula’ula or brown, but both blue and orange are prevalent. In rare
the mant-i held any particular love for the other, but instances, their carapace can be white. These “radiant”
they learned to work together and coexist, finding more ‘ula’ula are much esteemed and revered.
in common with each other than with the other species Few ‘ula’ula ascend to visit the land (other than the
that live in the Isles. Glowing Caves), unless they have a particular reason to
Outwardly, there are no significant differences (such as gaining a wanted piece of knowledge or a game
between male and female decapodians. However, in of wits), as they find moving outside the water laborious.
recent years, after contact with other species, some They often have a flair for strategy games and enjoy chess
female decapodians have taken to decorating their and go, though they require help to move the pieces.
carapaces and even wearing sturdy chain link jewelry. ‘Ula’ula are long-lived, though they reach physical
Early each summer, decapodians molt. When this maturity at around 12 years of age. Physically, they
happens, their movement speed is halved and they have continue to grow at a slow rate, getting larger and larger
a −3 penalty to AC, making them extremely vulnerable. with each molting, until their death. Exactly how long
Infrequent travelers at best, they never leave Chitoni an ‘ula’ula can live is unknown, but legends say some
during the molting period, as it takes their new shells a will live until the end of time. ‘Ula’ula range greatly in
full week to harden. size depending upon their age, most ranging from 3 feet
to around 14 feet tall for the longest-lived ‘ula’ula.
Decapodian Names
Most decapodian names are difficult to pronounce for
‘Ula’ula Traits
You have the following racial traits.
other humanoids’ tongues, containing an abundance of
consonants and lots of sibilants. When in doubt, add a Speed. Your walking speed is 20 feet. Your swimming
burble and end with a clack. speed is 40 feet.
Decapodian Names: Chasskrck, Kcckkaat, Shhstttuck, Darkvision. You can see in dim light within 60 feet of
Tteckrckttsss, Wrssstckkassask, Yharasstuc you as if it were in bright light, and in darkness as if
it were dim light. You can’t discern color in darkness,
only shades of gray. As your vision is adapted for
Decapodian Traits water, you can see the color blue at any depth.
Creature Type. You are a Humanoid. Fast Escape. Using your caridoid escape to go
Size. You are Medium or Small. You choose the size backward quickly, you can take the Disengage action
when you select this race. as a bonus action.
Limited Amphibiousness. Decapodians can breathe Keen Smell. You have advantage on Wisdom
air and water, but must be submerged in saltwater for (Perception) checks that rely on smell.
1 hour a day or dry out and gain 1 level of exhaustion.
This level of exhaustion can’t be removed until the
decapodian spends 1 hour in saltwater.
Natural Armor. The natural shape of your body
makes it difficult for you to wear armor. Instead, your
carapace provides you with natural protection; your
base AC is 13 + your Dexterity modifier. You gain no
benefit from wearing armor, but you can still use a
shield and gain its bonus, as normal.
Subrace. Choose the ‘ula’ula or the mant-i subrace.

‘Ula’ Ula

Chapter 1: Player Options 7


Decapodian Quirks
Mant-i d6 Quirk
The mant-i are much more volatile in nature and can 1 Gold and riches are meaningless to you.
be considered the enforcers of the decapodian species. 2 You sometimes forget to talk out loud.
While loners in their nonsentient mantis shrimp form, 3 You like to collect shiny things for your nest.
the mant-i have developed into highly coordinated and 4 You assume everyone else is unintelligent until
cooperative fighters. They pride themselves on both convinced otherwise.
their strength and speed. Mant-i always patrol in pairs: 5 You prefer your food raw.
one basher and one striker. A mant-i who joins a party
6 You can’t sleep unless rocked by the waves.
without another mant-i will likely attempt to form a sim-
ilar symbiotic relationship with another party member.
Unlike the ‘ula’ula, the mant-i evolved significant dif- Personality Traits
ferences from their original form. They now stand upon d6 Personality Trait
one pair of muscular walking legs and have four pairs of 1 Anything not decapodian is a potential food source.
clawed arms, down from eight pairs of appendages. For
2 I see omens and portents everywhere.
swimming, they have only a vestigial tail ​​and pleopods—
modified legs on their abdomen. Their abdomen and 3 Insult me all you want. I’m perfect as I am.
carapace are segmented, with each segment outlined in 4 Nothing can change my mind once I’ve made a decision.
dark green or yellow. The rest of the body can be any 5 I rarely speak, but when I do, everyone should listen.
number of colors; while the mant-i aren’t flamboyant by 6 Shell-less creatures look so fragile it makes me want to protect
nature, they certainly are in appearance. them. Or eat them.

Mant-i Traits Ideals


You have the following racial traits. d6 Ideal
Speed. Your walking speed is 30 feet. Your swimming 1 Aspiration. I’m determined to better myself, whether physically
or mentally. (Any)
speed is 40 feet.
2 Tradition. The stories, legends, and teachings of the past must
Darkvision. You can see in dim light within 120 feet of never be forgotten. (Lawful)
you as if it were in bright light, and in darkness as if
3 Equality. Other species deserve to be treated with dignity and
it were dim light. You can’t discern color in darkness, respect. (Good)
only shades of gray. As your vision is adapted for 4 Greed. I’m strong and I can take what I want, when I want it. (Evil)
water, you can see the color blue at any depth.
5 Freedom. Everyone should be free to pursue their dreams and
Fast Strike. You have advantage on attack rolls against ambitions. (Chaotic)
a creature that is surprised. 6 Logic. Feelings must not cloud our sense of what is right and true,
Shockwave. Mant-i can strike so quickly they superheat or our logical thinking. (Lawful)
what they come in contact with. Starting at 5th level,
when you hit an enemy with a melee weapon attack, Bonds
the target must succeed on a Constitution saving
d6 Bond
throw or take 1d6 fire damage. The DC for this
saving throw equals 8 + your Strength modifier + your 1 I seek to uncover new, unknown knowledge.
proficiency bonus. This damage increases to 1d8 at 2 I once killed without thought or reason, now I always think twice
before a final strike.
11th level, and to 1d10 at 17th level.
Trinocular Vision. You have proficiency in the 3 I’ll work to prove that decapodians are the best, strongest species.
Perception skill. Additionally, your proficiency bonus 4 I have never known love, but I desire to.
is doubled for any ability check you make with the 5 We can’t change fate; we can only survive it.
Perception skill. 6 Someone saved my life in battle. To this day, I’ll never leave a
compatriot behind.

Roleplaying Decapodians
Flaws
d6 Flaw
Neither ‘ula’ula or mant-i are particularly talkative and
many would consider them both taciturn. However, the 1 I’m self-important and overly dramatic.
‘ula’ula in particular welcome intellectual discourse; the 2 I’m convinced no one could possibly fool me.
loftier the topic, the better. They appreciate poetry, art, 3 If someone seems smarter or stronger than me, I belittle them.
and like to engage in meditation. Mant-i respect those 4 I find it hard to trust in those outside my species.
that can best them in battle and who don’t back down 5 I don’t understand what secrets are.
from confrontation. 6 I’d rather eat my own shell than admit I’m wrong.

8 Chapter 1: Player Options


MANT-I STRIKER Kia i ’
Medium Humanoid, Any Alignment Graceful swimmers with long, flowing fins and webbed
feet and hands, the kia’i are formidable fighters in the
Armor Class: 17 (natural armor); 14 when molting water, but also strong upon land. Their innate spellcast-
Hit Points 90 (12d8 + 36) ing gives them many advantages when doing battle in
the water, but their strong sense of justice and leader-
Speed 30 ft., swim 40 ft. ship serves them well anywhere. Their coloration, which
ranges primarily between blue-green and deep purple,
STR DEX CON INT WIS CHA serves as excellent camouflage under water.
16 (+3) 21 (+5) 16 (+3) 8 (−1) 13 (+1) 7 (−2)

Skills Perception +7 KIA’I ADULT


Damage Resistances cold, fire, thunder; bludgeoning and
Medium Humanoid, Any Alignment
slashing from nonmagical attacks
Senses darkvision 120 ft, passive Perception 17
Armor Class 13
Languages Common, Primordial
Hit Points 55 (10d8 + 10)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Speed 30 ft., swim 30 ft.
Limited Amphibiousness. The mant-i can breathe air and
water, but must be submerged in saltwater for 1 hour a day STR DEX CON INT WIS CHA
or it dries out and gains 1 level of exhaustion. This level of 14 (+2) 17 (+3) 12 (+1) 15 (+2) 11 (+0) 10 (+0)
exhaustion can’t be removed until the mant-i spends 1 hour
in saltwater. Skills Arcana +4, Perception +2
Senses darkvision 60 ft., passive Perception 12
Actions
Languages Common, Primordial
Superheated Skewer. Melee Weapon Attack: +8 to hit, reach Challenge 3 (700 XP) Proficiency Bonus +2
5 ft., one target. Hit: 31 (4d12 + 5) piercing damage. The
target must make a DC 16 Strength or Dexterity saving throw.
On a failed save, the target takes 5 (2d4) fire damage and is Amphibious. The kia’i can breathe air and water.
grappled (escape DC 16). Until this grapple ends the creature
is restrained and the mant-i can’t attack another creature. Actions
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) slashing damage.
Spellcasting. The kia’i casts one the following spells,
requiring no material or verbal components and using
Intelligence as the spellcasting ability (spell save DC 12):
At will: prestidigitation
1/day each: control water, create or destroy water, detect
magic, fog cloud

Mant-i basher

Chapter 9: People, Characters, and Species 271


Actions
OLD SHELL
Multiattack. Old Shell makes three Claw attacks.
Huge Humanoid (Decapodian), Lawful Good Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 18 (2d12 + 5) piercing damage.
Armor Class 20 (natural armor)
Hit Points 224 (16d12 + 128)
Reactions
Speed 30 ft., swim 60 ft. Backward Dash. If Old Shell takes damage from a melee
attack while underwater, he can use his reaction to move up
to 30 feet away from the attacker. This movement doesn’t
STR DEX CON INT WIS CHA provoke opportunity attacks.
20 (+5) 10 (+0) 27 (+8) 24 (+7) 16 (+3) 11 (+0)
Legendary Actions
Saving Throws Dex +5, Int +12, Cha +5 Old Shell can take 3 legendary actions, choosing from the
Skills Arcana +12, History +12, Insight +8, Perception +8, options below. Only one legendary action option can be used
Religion +12 at a time and only at the end of another creature’s turn. Old
Damage Vulnerabilities acid Shell regains spent legendary actions at the start of his turn.
Damage Resistances cold, thunder; piercing and slashing Rapid Claws. Old Shell makes one Claw attack.
from nonmagical attacks Doom Future (Costs 3 Actions). Old Shell targets one
Damage Immunities bludgeoning, fire creature he can see within 60 feet of him. The target must
Condition Immunities exhaustion succeed on a DC 18 Constitution saving throw or age
1d10 years and have disadvantage on its next 1d4 rolls.
Senses darkvision 60 ft., truesight 10 ft., passive Perception 18
Languages Common, Old Ikolf, Primordial
Challenge 16 (15,000 XP) Proficiency Bonus +5

Amphibiousness. Old Shell can breathe air and water.


Dominant Domain: Time. Old Shell is immune to any
effect that would age him, and he can use an action to touch
a creature and prolong its life by 1d6 years. For the duration,
the creature is immune to disease and has advantage on
death saving throws.
Legendary Resistance (3/Day). If Old Shell fails a saving
throw, he can choose to succeed instead.

298 Chapter 9: People, Characters, and Species


Introduction
ver since I joined the D&D team in plus superstar DMs like Chris Perkins and Mike Mearls
2010, I’ve thought about a future where to follow, I had to find something that would set me
the grung were “a thing” again. These apart from the rest… or at least confirm to the world that
long-forgotten amphibians from the 2nd I’m simply an eccentric goofball… either way sounded
Edition Greyhawk setting had captured great to me. At this point I mused out loud… “What if my
my heart and imagination long ago. So, players were ALL grung?” The rest is history… and the
it was with some amount of grit that I future. You can even watch it on YouTube.
entered them into the fray of creatures I want to thank these individuals… all fantastic DMs as
to be selected as part of Volo’s Guide to Monsters. They well, that brought the grung in the Stream of Annihila-
certainly weren’t the favored choice, but in the end when tion game to life. Matt Colville as b’Loop; Mark Hulmes
we each received a “golden ticket” to give to one creature. as b’Lip; Adam Koebel as b’Lahp; and Nadja Otikor as
Despite jeers from my coworkers, it was clear to me what c'Ahbülos... And I want to thank those who continue to
my choice would be. Grung for life!!! ‘Grung it up!’ on Twitch with me… Satine Phoenix as
Since then, I was given the opportunity to reimagine d’Ahten’khan; Ruty Rutenberg as b’Leep; Lauren Urban
them, rewrite them, and include them among creatures as b’Ang’r’Ang; and special welcome to my new player…
that can potentially exist in any D&D campaign setting… Cig Neutron as the albino dwarf monk Mee’Yah-Ghee.
and then it happened. Someone asked me to DM a table
of players during the Stream of Annihilation. With the You’ve all made me a VERY HOPPY DM!
ALL-STAR cast of celebrities that would be attending,

2 | ONE GRUNG ABOVE | ©2017 WIZARDS OF THE COAST LLC.

Chris Nguyen (Order #12624725)


d’Ahten’khan
5th-level Grung Monk Courtier
Way of the Open Hand
As an orange grung, d’Ahten’khan is the highest caste
member of the group, and its strategic leader. Not the
most studied grung, d’Ahten’khan relied heavily on c’Ah-
bülos for relevant information and lore, prior to the red
grung’s untimely demise at the hands of the batiri.
d’Ahten’khan now relies on b’Ang’r’Ang, whom she
trusts implicitly with communicating her commands to
b’Leep, a green grung scout, and last remaining mem-
ber of her squad. As b’Leep is well beneath her station
d’Ahten’khan will not ever communicate directly with this
lower caste grung.
As the leader of a previously successful band of grung,
d’Ahten’khan developed aspirations of nobility, and finds
it difficult to not overly communicate these to any worthy
grung who will listen.

b’Ang’r’Ang
5th-level Grung Rogue Outlander
Mastermind
As a higher caste hunter and purple grung, b’Ang’r’Ang
is the tactical, courageous leader and devoted mentor of
b’Lip, b’Loop, b’Leep, and b’Lahp. The most conscien-
tious of the group, she bears the burden of responsibility
for her green cousins, which previously led to conflict
with b’Lip, who prefers to act before thinking.
Recognizing her place in the grung hierarchy,
b’Ang’r’Ang is responsible for working with the brothers
to execute on “plans” developed by d’Ahten’khan, who
relies upon b’Ang’r’Ang to communicate instructions to
the much-lower caste green grung. After a recent batiri
goblin ambush where the band of grung scattered to the
four winds, the whereabouts of b’Lip, b’Loop, and b’Lahp
remain unknown.

b'Leep
5th-level Grung Rogue Outlander
Scout
One of four nearly identical green grung, b’Leep was
raised from an egg alongside his siblings. The grung
were trained from hatchlings to be the ultimate band
of hunters.
Quiet and methodical, b’Leep experiences a greater
than average level of anxiety... EVERYWHERE. Con-
stantly on the lookout for the tricks and traps of others,
b’Leep has an almost intuitive sense for dealing with
strange locks and mechanisms, and is quite knowledge-
able about the jungle and its dangers. He is extremely
loyal to his siblings and b’Ang’r’Ang.

3 | ONE GRUNG ABOVE | ©2017 WIZARDS OF THE COAST LLC.

Chris Nguyen (Order #12624725)


Mee’Yah-Ghee
6th-level Albino Dwarf Monk Hermit
Way of the Drunken Master
A devoted member of the Ytepka Society, Mee'Yah-
Ghee spends most of his time occupying various taverns
in the Merchant's Ward of Port Nyanzaru, drinking, and
generally keeping tabs on goings on in the city
in that regard. All manner of folks are willing to
talk freely around a drunk albino dwarf that can
barely seem to recall his own name.
Years ago, during his hermitage, Mee'Yah-Ghee
trained the young grung d'Ahtenkhan. As he's
heard of the shake up in the hierarchy within her
army, Mee'Yah-Ghee has ventured into the jungle
to find his student and help her in any way he can.

Whistle-Stick
The grung of ONE GRUNG ABOVE are trained to use this
new musical instrument. This is a hollow tube with holes cut
throughout, much like a flute. You can play music with it for
entertainment, but the grung also swing it about by a sturdy
cord (attached) to create a sound recognizable by other
grung, so they know each other’s approximate location. Addi-
tionally, grung that know Thieves’ Cant can use a whistle stick
in this manner to communicate over distance.

Grung Traits
Your grung character has an assortment of inborn abilities, part and parcel of grung nature.

Ability Score Increase. Your Dexterity score increases Poisonous Skin. Any creature that grapples you or
by 2 and your Constitution score increases by 1. otherwise comes into direct contact with your skin
must succeed on a DC 12 Constitution saving throw or
Age. Grungs mature to adulthood in a single year, but
become poisoned for 1 minute. A poisoned creature no
have been known to live up to 50 years.
longer in direct contact with you can repeat the saving
Alignment. Most grungs are lawful, having been raised throw at the end of each of its turns, ending the effect
in a strict caste system. They tend toward evil as well, on itself on a success.
coming from a culture where social advancement
You can also apply this poison to any piercing weapon
occurs rarely, and most often because another member
as part of an attack with that weapon, though when
of your army has died and there is no one else of that
you hit the poison reacts differently. The target must
caste to fill the vacancy.
succeed on a DC 12 Constitution saving throw or take
Arboreal Alertness. You have proficiency in the 2d4 poison damage.
Perception skill.
Standing Leap. Your long jump is up to 25 feet and
Size. Grungs stand between 2 ½ and 3 ½ feet tall and your high jump is up to 15 feet, with or without a
average about 30 pounds. Your size is Small. running start.
Speed. Your base walking speed is 25 feet, and you have Water Dependency. If you fail to immerse yourself in
a climbing speed of 25 feet. water for at least 1 hour during a day, you suffer one
Amphibious. You can breathe air and water. level of exhaustion at the end of that day. You can only
recover from this exhaustion through magic or by
Poison Immunity. You’re immune to poison damage and immersing yourself in water for at least 1 hour.
the poisoned condition.
Languages. You can speak, read, and write Grung.

4 | ONE GRUNG ABOVE | ©2017 WIZARDS OF THE COAST LLC.

Chris Nguyen (Order #12624725)


Player's Guide to Insectopia
Beetlefolk Traits
Beetlefolk Beetlefolk may be very different, but you share the following
A small, but very bulky beetle drunkenly climbs on top of the traits with all other Beetlefolk.
tavern's counter. With his obnoxiously loud voice, he tells the Ability Score Improvement. Your Constitution score
exaggerated stories of his most recent adventures. Suddenly, increases by 1.
another equally drunk beetle, with a horn instead of pincers Age. Beetlefolk mature at the age of 25 and can live for up
on his head, tackles the boaster off the counter. The two to 400 years.
immediately clash, to the joy of the other folk in the tavern, Alignment. Beetlefolk are a various and colorful bunch,
who eagerly bet on the outcome of the fight. and their alignment reflects that. However, Beetles tend to
live in extremes. When they set their minds on something,
Colorful Chitin they move everything in their power to accommodate their
Blue, red, green, and yellow, shining or mat, dotted or striped. goal. Beetles are either good and righteous or evil and cruel.
The chitinous platings of beetles come in all forms and They are either lawful or chaotic.
colors. For some, their strong chitin is a sturdy and protective Size. You are Medium or Small. You choose the size when
shield. Others use their vibrant appearance to charm their you gain this race.
way through life. Some may have a pair of wings. Other's Speed. Your base walking speed is 25 feet.
heads are adorned by an imposing horn. Some Beetlefolks Chitin Plating. The chitin plating of beetlefolk is much
are bulky and stout, while others are lean and frail. Their more durable than of other Insectoids. When you aren't
sizes vary greatly; Some barely standing taller than 3 feet, wearing armor, your AC is 13 + your Dexterity modifier. You
while others grow above 6 feet. No two beetles are quite can use your natural armor to determine your AC if the armor
alike. you wear would leave you with a lower AC. A shield's benefits
apply as normal while you use your natural armor.
Bugs of the World Secondary Limbs. You have two slightly smaller
The vast variation in subraces makes the beetlefolk into a secondary arms below your primary pair of arms. The
very diverse race, not only in appearance but also in secondary arms function like your primary arms, with the
demeanor. The subrace of the beetle brings about a following exceptions:
predisposition for a particular way of life. As such, you will You can use a secondary arm to wield a weapon that has
find many rhinoceros beetles taking up the life of a soldier. the light property, but you can’t use a secondary arm to
On the other hand, a ladybug will most likely care for the sick wield other kinds of weapons.
or the young, and a firefly will seek the thrill of adventure. You can’t wield a shield with a secondary arm.
However, beetles are adaptable and, as such, fit into any
society and work any kind of profession. Languages. You can speak, read and write Common,
As varied as their professions are their morals. Insect-Common, and Beetle. Beetle is made up of loud clicks
Depending on their race or upbringing, beetle's made by slamming exoskeleton plates into each other, or
morals, alignments, and customs movements of antennae. For outsiders watching Beetlefolk
vary greatly, often adopting talk seems quite rough, it is however a very jovial
the way of life of races language.
they live amongst. Subrace. There are six subraces of beetlefolk:
rhinoceros beetles, stag beetles, harlequinn
beetles, fireflies, scarabs, and ladybugs.
Choose one of these subraces.

5
Rhinoceros Beetle
Rhinoceros beetles are some of the most giant beetles of
all, standing up to mighty 7 ft. in size. Their muscular
frame and the huge horn protruding from their
forehead make it clear to everybody that they are not to
be messed with. Especially male rhinos tend to be very
proud of their horns size and shape, which is seen as a
sign of great prowess and strength. Rhinos are known
to be fierce warriors and look back on a long line of
legendary fighters. However, they are known for their
hot-headedness and aggression. Many rhinos would
pick a fight if just irritated slightly or just out of sheer
boredom.
Ability Score Increase. Your Strength score
increases by 2.
Horn. Your horn is a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier.
Goring Rush. As a bonus action, you can move up to your
speed toward an enemy of your choice that you can see or
hear. If you end your movement within 5 feet of the target,
you can immediately make one melee attack with your horn
as a free action. You must end this move closer to the enemy
than you started.
Brawler's Talent. You gain proficiency in one skill of your
choice: Animal Handling, Athletics, Perception, or
Intimidation.

Ladybug
Most insectoids will tell you that Ladybugs are the least
threatening race of Insectopia. And when you look upon their
small and round stature, that statement is confirmed.
Ladybugs chitin comes in striking red, black, yellows, and
oranges, spotted with black, white, or red dots.
Their inviting and cute appearance is further
accentuated by their demeanor. Ladybugs are naturally
kind and friendly to everyone. They try to make each
bug feel calm and happy. As such, many insectoids
enjoy the company of a Ladybug very much.
Ability Score Increase. Your Charisma Score
increases by 2.
Calming Touch. You know the friends cantrip.
When you reach 3rd level, you can cast the
charm person spell once with this trait and regain
the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the
calm emotions spell once and regain the ability to
do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Soothing Buzz. At the end of a long rest, you
regain all your spent Hit Dice.
Doctor's Talent. You gain proficiency in one skill
of your choice: Insight, Medicine, Performance, or
Persuasion.

7
Stag Beetle Scarab
Stag beetles are just slightly shorter than their rhinoceros The body of a scarab is small and round. Their chitin is
cousins but make up for it in width. Their build is broad and colored in mat black and dark blue, though some are born
stocky, giving the stags their fabled constitution. Their most with golden markings on their exoskeleton. These markings
impressive assets are the antler-like pincers sprouting from are often seen as signs of a promising future.
their head, able to put even the rowdiest client into a tight Scarabs are descendants of great empires. Their masterful
chokehold. architecture can be seen in well-preserved ruins that stand
Stags are known to be jovial people. They enjoy drinking across millennia. In addition, their innate ability to mold the
and feasting, laughing and sharing stories amongst friendly earth and natural intelligence makes them significant assets
company. Their loud-mouthed behavior might be annoying at for any expanding kingdom.
times, but it is also what makes them so endearing. Ability Score Increase. Your Intelligence Score increases
Ability Score Increase. Your Strength score increases by by 2.
1 and your Constitution score increases by 1. Artisans of the Ages. You gain proficiency with one of the
Hardy. As a bonus action, you can spend 1 Hit Die, roll it, following artisan's tools of your choice: calligrapher's
and regain hit points equal to the number rolled. You can't supplies, mason's tools, or tinker's tools.
use this feature again until you finish long rest. Scholar's Talent. You gain proficiency with two skills of
Powerful Pincers. Stag Beetles can use their powerful your choice: Arcana, History, Nature, or Religion.
Pincers to grapple their foes. You gain advantage on checks Earth Shaper. You know the mold earth cantrip.
made to grapple creatures or prevent creatures from
escaping your grapple. Additionally, you count as one size
larger for the purpose of grappling.
Carouser's Talent. You gain proficiency in one skill of your
choice: Athletics, Insight, Performance, or Persuasion.

8
Chilopodians
With a stern look, his arms crossed on his back, the
Chilopodian instructor surveys the dueling practice of the
new recruits, when he sees how one over-eager student
throws his opponent into the sand. In the blink of an eye, the
towering statue of the instructor appears in front of the
ruffian, scolding him harshly for not adhering to the rules of
the duel.
Hundreds of Legs
Chilopodians are genuinely one of the most imposing
insectoids when it comes to their appearance. Their
muscular torso is about 4 ft. to 6ft. in height and it sits on a
snake-like lower body, up to 8 ft. in length. A rounded head
with elongated mandibles rests on their broad shoulders and
a pair of long sensitive antennae below two beady black
compound eyes.
Chilopodians can move their mighty bodies astonishingly
quickly, even climbing sheer walls with ease, thanks to the
many pairs of legs along their lower body. Many Insectoids
fear the Chilopodians. A Chilopodians that rears up on their
hind legs reaching up to twice their normal
height, is incredibly terrifying.
A Singular Purpose
While their frame is imposing and terrifying, a
chilopodians personality can be just as intense.
A chilopodians lifespan can stretch well over 800
years, and as such, they outlive most people they know
or will get to know in the future. A chilopodian knows
that their relationships will fade over time. Only their
determination and ideals will stay at the end.
While chilopodians, with their strict and cordial nature,
still make great leaders, they won't focus on personal
relationships. Instead, most will find a purpose in life to
dedicate themselves to. This purpose is what drives them,
and they will do everything they can to accomplish it. Many
chilopodians are guild masters or high priests, decorated
generals of great armies or the most feared leader of a mighty
warband. No matter what cause they commit themselves to, a
chilopodian will not wafer from its path and leave a legacy
long to be remembered.
For the Cause. You gain proficiency with one skill of your
Chilopodian Traits choice.
Many Legs. Chilopodians have advantage on saving
Through your massive and imposing form, you share certain throws made against abilities that would apply the prone
traits with other individuals of your kind. condition. Additionally, you count as one size larger when
Ability Score Increase. Your Wisdom score increases by 2 determining carrying capacity.
and your Strength score increases by 1. Rear up. You can use your action to rear up to about twice
Age. Chilopodians live long and meaningful lives. They your height, if there is enough space to do so. While reared
mature at the age of 80 and live to be around 850 years old. up in this way, you grow in size as per the enlarge spell and
Alignment. Chilopodians have an unwavering dedication gain its benefits, but you can't use your movement. You have
to the cause they dedicated themselves to, be it good or evil. to use an action to get down to your normal size before you
Your alignment tends to be lawful. can use your movement again.
Size. The body of Chilopodians can grow up to 8 feet long; Constrict. You gain advantage on grappling checks.
However their upper body reaches only about 4 to 6 feet in Languages. You can speak, read, and write Common,
height. Your size is Medium. Insect-Common and Chilopian. Chilopian is spoken mostly in
Speed. Your base walking speed is 35 feet. You also gain a gestures using multiple limbs and is a very hard language to
climbing speed of 30 feet. learn. It is also very taxing to speak for creatures with fewer
limbs.

9
There are exceptions, however, as some subraces of
Formicoids formicoids display more vibrant chitinous plating. The
A lonely Firefly adventurer stalks through an ancient tunnel. formicoids are among the most mundane insectoid races,
As he crawls through a particularly small crevice, he finally though beauty is not a quality a formicoid prioritizes.
sees an exit. He finds himself atop a cliff on a stone wall of a
gigantic cave. A vast metropolis spans out through the whole Seriously at Work
cave beneath him, houses masterfully carved into the hard Hard-working, serious, and humorless, these are the
stone. The streets below bustle with life, as thousands of prejudices many Insectoids hold against the formicoids. And
Formicoids make their way through the city. The adventurer even though these statements do not hold true for every
is in awe of the vastness that expands before him, so much individual, they come pretty close as a race.
so, that he doesn't notice the Formicoid soldiers that walked Most formicoids live their lives as devoted workers or
up behind him. soldiers for their queen and hive. Formicoids strictly follow
the laws of their nation. Each individual proudly fulfils their
Lean Bodies with Immense Strength role in society, as they believe that only united they stand firm
Formicoids are ant-like Insectoids that stand from 5 to over 7 and strong. As such, a formicoid would always value the
feet in size. Most of the formicoids are tall and lean, integrity and survival of their hive above their own life.
deceivingly so, as formicoids are one of the physically This way of thinking comes mainly from their social
strongest races found on Insectopia, and some of them can structure. At birth, every individual is assigned a specific role:
carry loads up to 10 times their body weight. Their chitin some are trained as soldiers, others are taught to build. No
generally varies in color only slightly, from dark browns or matter how minuscule it would seem, each position is
greens to greys and blacks. respected since everyone provides for the hive.

10
Bull Ant Traits
Empires Underground As a Bull Ant, you are born into a society of ambitious,
On the surface, formidian settlements don't look very hardworking and skillful individuals. Bull Ants are amazing
impressive. However, these small settlements, called Hill- architects, artisans and builders. Their cities are massive and
Cities, are merely gateways that connect the surface world to their tunnels ever expanding. Bull Ant society is very loyal to
the vast empire below. their Queen and great allies of the Royal Hexagon. Their
The empires build by formicoid nations are vast and hold soldiers make up the largest part of troops in the royal army.
the test of time. In unity, they create enormous cities into Ability Score Increase. Your Intelligence score
tunnels and caverns far below the surface of the world. Their increases by 1.
architects are masters at carving sturdy structures into the Accomplished Burrowers. You gain a burrowing speed of
earth and stone. Formidian architecture might not always 20 feet. You can only burrow through dirt or ground of similar
look stunning, but their buildings are always efficient, fulfil density.
their functions to a point and stand against even the most Underground Architects. You gain proficiency with
destructive forces. mason's tools. Additionally, whenever you make an
Formicoid empires also tend to be very militaristic. They Intelligence (History) check related to the origin of tunnels
seek to expand their borders even further and don't shy away and structures underground, you are considered proficient in
from conquering other factions. They only ally with other the History skill and add double your proficiency bonus to the
nations if they are too strong to take over or would greatly check, instead of your normal
benefit their empire.
Formicoid Traits
Your formicoid character shares several traits with all other
formicoids.
Ability Score Increase. Your Strength score
increases by 2.
Age. Formicoids reach maturity quickly, reaching
adulthood by the age of 10. They can live to be about
70 years old.
Alignment. Formicoids are lawful and follow the orders of
their queens very strictly. They tend to keep to their people,
but don't shy away from aligning themselves with others if
they see a benefit in it. Your alignments tends to be lawful
and neutral.
Size. Formicoids are slender and tall. They range
from slightly above 5 feet to slightly over 7 feet.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Formicoids are accustomed to dark
burrows and tunnels. You have superior
vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were
dim light. You can't discern color in
darkness, only shades of grey.
Powerful Build. You count as one
size larger when determining your carrying
capacity and the weight you can push, drag,
or lift.
Ferocious Strength. If a weapon doesn't
have the two-handed, versatile, or heavy
properties, it has the light property for you.
Languages. You can speak, read and write Common,
Insect-Common and Formidian. Similar to other Insectoid
languages, Formidian is spoken not only with sound but also
through gestures and pheromones. Formidian is a fairly
simplistic language and consists mostly of short, but very
straight-forward, phrases.
Subrace. There are three main Formicoid subraces: The
Bull Ants, the Frost Ants, and the Fire Ants. Choose one of
these subraces.

11
Fire Ant Traits
As a fire ant you are a ferocious warrior with an innate
proficiency for destructive fire magic. Fire Ants are a group
of Formicoids that split off from the Royal Hexagon. They
may not be sworn enemies to the Royal Hexagon,
however their society is based on war and battle and as
such conflict with the Red Empire is almost inevitable.
As for all Formicoids, it is a very rare occasion that a
Fire Ant leaves its hive, but such adventurers are
highly searched for by marauding tribes across
Insectopia.
Ability Score Increase. Your Charisma score
increases by 1.
Fiery Souls. You know the control flames cantrip.
When you reach 3rd level, you can cast the
burning hands spell as a 2nd-level spell once with
this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you
can cast the scorching ray spell once with this
trait and regain the ability to do so when you
finish a long rest. Charisma is your
spellcasting ability for this spell.

Frost Ant Traits


As a frost ant you are born into the ant hill of the Northern
Star. You are resilient, one of the only Insectoids able to live
in the arctic regions of Insectopia.
Your crystalline carapace evolved to protect you
from even the harshest environments and icy cold winds.
Ability Score Increase. Your Constitution score
increases by 1.
Crystal Carapace. Your carapace is hard like diamond and
adapt to cold climates. When you aren't wearing armor, your
AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield's benefits apply as
normal while you use your natural armor.
Furthermore, you have resistance to cold
damage.

12
Roaches
In the dark tunnels of Insectopia lives a race of insectoids
that are revered as masterful tinkerers: the Roaches. Even
though their appearance is anything but pretty, they have
keen minds, deft hands, and a natural sense of survival
unrivaled in this world.
Practicality over Beauty
For most insectoids, a roach might look off-putting. The
appearance of these 3 to 4 feet tall creatures is
undoubtedly not very appealing. They have a broad,
flattened body and their chitin's color is either reddish or
dark brown or black. On top of their humpbacked torso rests
a round head that looks tiny compared to their
bodies. Their limbs are unnaturally long, and out of their
mouth sprout two large, acid-covered fangs.
However, roaches do not put much thought into
their appearance. Their bodies just need to fit the
environment they are living in, and between their
tough exoskeleton and resilient constitution, they
are well adapted for even the most extreme
environments. Furthermore, if they deem
certain body parts unnecessary, too weak, or
simply impractical, they replace them with
crazy mechanical augmentations.
Change requires Adaptation
One that looks at a roach today wouldn't
expect the ancient history these creatures
look back onto. Roaches are ancient. Their ancestors were Roach Traits
one of the first insectoids to form empires. Their society was
incredibly advanced, using craftsmanship and magic alike. Roaches tend to be a lot alike and as such you share many
They lived in abundance until they flew too close to the sun. traits with others of your race.
A great disaster struck that forced them underground and Ability Score Increase. Your Consitution score increases
left their once lush realm destroyed and almost by 2 and your Intelligence score increases by 1.
uninhabitable. This new and hostile environment left little Age. Roaches mature very quickly, their nymphs are
room for flashy creations but required quick adaption. So this already able to walk after they spawn from their egg and
is how these ancient insectoids turned into the roaches of mature completely when they are about 5 years old. Their
today. lifespans range from 50 to 70 years.
Much of the roaches' history has been forgotten through Alignment. You tend to be chaotic and neutral or good.
the ages. But, unfortunately, not even the roaches themselves Roaches aren't a very organized race and the few laws they
remember their glorious past. They only kept their innate have most of them only follow loosely.
ability to craft and a keen sense of survival. Size. Roaches are small creatures and are only about 3 to
4 feet tall. Your size is Small.
Secluded Underground Speed. Your base walking speed is 30 feet.
Generations of life underground have made roaches Superior Darkvision. Roaches mainly dwell in dark
vulnerable to sunlight, and as such, they tend to stay in the tunnels deep in the earth. You have superior vision in dark
dark with their own kind. Their settlements are burrows and and dim conditions. You can see in dim light within 120 feet
caves, filled with all sorts of pipes and machinery. These of you as if it were bright light, and in darkness as if it were
towns seem random and poorly designed for outsiders, but dim light. You can't discern color in darkness, only shades of
there is always an underlying logic to their chaos. gray.
Roaches are known as skillful artificers and artisans across Sunlight Sensitivity. You have disadvantage on attack rolls
Insectopia. They can create all sorts of gadgets and and on Wisdom (Perception) checks that rely on sight when
machinery. Many insectoids then utilize their work below and you, the target of your attack, or whatever you are trying to
on the surface, even though only a few understand how it perceive is in direct sunlight.
functions. Keen Survivors. Roaches are resilient and have an innate
knack for crafting tools to aid them. You gain proficiency in
the Wisdom (Survival) skill. Additionally, you gain proficiency
with Tinker's tools.

20
Relentless Endurance. When you are reduced to 0 hit Metallic Chitin. When you aren't wearing armor, your AC is
points but not killed outright, you can drop to 1 hit point 13 + your Dexterity modifier. You can use your natural armor
instead. You can't use this feature again until you finish a long to determine your AC if the armor you wear would leave you
rest. with a lower AC. A shield's benefits apply as normal while you
Mechanic Augments. Parts of your body have been use your natural armor.
replaced with metallic augments and crude machinery. You At 5th level: You gain resistance to acid and poison
choose one augment at 1st level. You gain an additional effect damage.
at 5th level, depending on which augment you chose. At 1st Respirator. This augment grants you the effects of the water
level, choose one of the following options: breathing spell once per long rest for 1 hour.
Mechanic Gliders. When you fall and aren’t incapacitated, At 5th level: You can breathe normally in any environment.
you can subtract up to 100 feet from the fall when calculating You have advantage on Saving Throws made against harmful
falling damage, and you can move up to 2 feet horizontally for gases and vapors (effects like cloudkill and stinking cloud,
every 1 foot you descend. inhaled Poisons, and the breath Weapons of some dragons)
At 5th level: You gain back boosters that allow you to get Languages. You can read, speak, and write Common, Insect-
into the air. You gain a flying speed of 30 feet. To use this Common and Roach. The Roach language is made up of
speed, you can’t be wearing medium or heavy armor. series of clicks and hisses and sounds quite aggressive to
others who don't speak the language.

21
Scions Ancient Legends
The Scions of the tribe gather around the bonfire under the Scions are said to be one of the oldest races of Insectopia.
clear starlight sky. The crackling of the fire and the shifting Their history spans thousands of years, to a time where the
sand are the only sounds to be heard, as suddenly a loud hum Scions ruled over a vast empire. They are said to have
fills the air. The elder begins the nightly ritual, and as his song guarded a gateway to a plane of death and drew power out of
grows louder, the fire's smoke seems to take the shapes of its magic. Their downfall came at the hands of an unnamed
ancient Scions, traveling and hunting in the vast desert. The pharaoh, who let a horrible creature from beyond pass the
elder examines the signs with an approving sound as he tells gate. The ruins of this once enormous empire can still be
his people to expect a prosperous month. found, scattered across the vast sands.
Intimidating Appearance Nomads of Nowhere
Scions are muscular scorpion-folk who stand at a tall 7 to 8 Most Scions live as nomads of the endless sands. They live in
feet. Scions have two sets of arms. While their lower pair is big clans, often of only a few families, and don't ever stay at a
regular, their muscular upper arms have giant pincers instead place for too long. They know their desert environment very
of hands that can deliver crushing force to anything or anyone well and make excellent guides for anyone who wants to
unlucky enough to end up between them. However, the travel across the seas of sand. Only very few scions leave their
scariest part is the long tail with the venomous stinger at the clans, and even then, they rarely settle down. Most of the
end that can inject a potent poison into their foes. ones breaking away from the tribe tend to a life of adventure,
abandon the balanced life their ancestors set for them and
Spiritual Guidance seek out their destinies.
Although they look pretty deadly, Scions rarely use lethal Scion Traits
force against other creatures. They aspire to live in perfect
balance, hunt, and produce only enough to sustain For Scions balance is everything in life, and as such there are
themselves and their clan. They believe that everything must many traits you share with others of your kind:
have an equal cost and gain. Scions are wise and thoughtful Ability Score Increase. Your Wisdom score increases by 2
individuals, however, they don't pray to a higher power. and your Dexterity score increases by 1.
Instead, they commune with the spirits of times long passed Age. Scions reach adulthood around 15 and live up to 120
to learn how to proceed in the future. Scion clans are led by a years.
spiritual figure, often the elder of the tribe. Alignment. Most Scions live the tranquil lives of nomads,
without being particularly concerned with society outside of
their clan. They see a need of balance in all things in the
world, especially with life and death. Your alignment tends
towards true neutral.
Size. Scions are tall creatures standing around 7 to 8 ft.
tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Deadly Pincers. Your Pincers are natural weapons, which
you can use to make unarmed strikes. If you hit with them,
you deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
Guardian of the Threshold. You gain advantage on Death
saving throws.
Poisonous Stinger. Your stinger is a natural weapon with
a reach of 10 ft., which you can use to make unarmed strikes.
If you hit with it, you deal piercing damage equal to 1d4 +
your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.
When you hit a creature with your stinger, you can choose
to inflict 1d6 poison damage to the creature, and it has to
make a Constitution saving throw with a DC equal to 8 +
Proficiency + your Constitution modifier. On a failure, the
creature is poisoned for 1 minute. It can repeat the save at
the end of each of its turns. You must take a short or long rest
before you can use this feature again.
Language. You speak Common, Insect-Common, and
Scion. The Scion language is a strange and alien one, even to
other insectoids. Their hissing almost sounds like a haunting
melody of countless disembodied voices.

22
Vespoids United in Purpose
A dashing appearance, a sharp sword, and unwavering Most vespoid nations are swarm-nations and as such,
loyalty: those are the traits Vespoids value the most. Their allegiance to their nation comes before friends and family for
armies soar through the skies to establish vast empires. most vespoids. However, in vespoid society, the individual is
Their workers craft the finest honey and build the most valued a lot more than in other swarm-nations.
stunning cities. The vespidian empires shape the ways of the When a female vespoid gives birth to an egg, she doesn't
world they exist in, either through their charm or by force. raise it herself but gives it into the care of a comb-school.
These nurseries care for the egg until it hatches and raise,
Regal Stripes educate, and train the child. So depending on the comb-
school you are born into, you are put into a different role in
The common vespoid resembles a humanoid bee. They stand society.
from 5 ft. up to 7 ft. in height, and most Insectoids think of The worker caste is the lowest in vespoid society. Most
vespoids as the epiphany of beauty. On top of their segmented bumbles and some bees that stem from poor parents are
abdomen rests, on a slim waist, a broader upper body. Their born into this caste. Individuals accepted into this caste work
chitinous exoskeleton ranges in color from browns to yellows on the vast pollen fields of their empire or as master wax-
and oranges. Some may even be born in red or blue. Almost craftsmen, creating the building materials for all manner of
like to accentuate their beauty, their chitin is adorned by buildings.
brown or black stripes. A step above the worker caste is the soldier caste. Most
Most vespoids sprout two or four translucent wings, vespoid nations value martial prowess highly, and as such,
allowing them to soar through the skies faster than most soldiers enjoy quite a bit of renown in their society. Moreover,
other Insectoid races, and their heads are crowned by two vespoid nations often expand into vast empires and, as such,
delicate antennae. However, their most prized feature is the employ masterfully trained soldiers. These soldiers, in return,
soft white fur, pushed up around their neck like the mane of a swear an oath to protect and grow their nation and are
lion. fiercely loyal to their queen.
Vespoids are very proud of their appearance, and as such, The royal caste forms the highest and most influential
most wouldn't cover their bodies with clothing, except for caste. The few individuals in this caste form the vespidian
some accessories to accentuate their radiant looks. aristocracy. These are the rulers, intellectuals, and scholars
that shape their nation. At the center of this caste stands the
queen, the absolute monarch in most vespidian empires. A
queen chooses her successor from one of the comb-schools
and raises her as a wise and noble ruler.
Although it can prove quite tricky, one individual can rise in
society. For example, a worker bee might prove themselves as
a worthy fighter and, as such, enter the ranks of the soldiers.
Vespoids are raised with a purpose to fulfill and value
loyalty above all else. A vespoid would lay down their life for
an ally or friend, but betray their trust, and you will have
made a powerful enemy.
Nations in the Sky
As all common vespoids can fly, much of their everyday life is
spent in the air. And their golden hive-cities reflect that.
These massive metropolises are built high above in the
canopies of giant trees. Some might even be held aloft
through arcane means. They construct most of their
buildings from very resilient wax that can withstand even
high temperatures. Vespidian architects favor hexagonal
structures and tall buildings with multiple entrances on all
levels, giving their cities a very unique look.

25
Vespoid Traits Vespoid is a language which is spoken with the use of
Vespoid show significant differences within their own race, pheromones and gestures, and as such is a mainly spoken
but these traits are common for all of them. language. Additionally, one requires wings to speak the
Ability Score Increase. Your Charisma score language fluently.
increases by 1. Subrace. There are three subraces of Vespoids and they
Age. Vespoids mature at the age of 16 and tend to live up vary greatly in their appearance and abilities: Bees, Bumbles
to 120 years of age. and Wasps. Choose one of these subraces.
Alignment. Most Vespoids live under the strict laws of Bee Traits
their queen and tend to be lawful. They strive to perfect their Bees are the most common representatives of the Vespoid
profession, being honest and loyal to crown and swarm, thus race. They are the most charismatic amongst their race and
they are often good-aligned. Wasps are an exception; they are much of their lives revolve around their status in society. Bees
more aggressive and tend to use violence more quickly to are very social creatures and show great care towards their
solve their problems. Wasps tend towards evil alignments allies, but also fierce aggression to anyone that threatens
more often. their swarm.
Size. Vespoids vary greatly in size and bulk, but are Ability Score Increase. Your Dexterity score increases by
generally from 5 feet to 6 feet tall. Your size is Medium. 1 and your Charisma score increases by 1.
Speed. You base walking speed is 30 feet. Pheromonal Telepathy. You can create a telepathic link to
Flight. You have a flying speed of 15 feet, but you must one willing creature, using your pheromones. For the next 10
land at the end of every minute or begin to fall. When you minutes, you can talk to the creature telepathically, while you
reach 5th level, your flying speed increases to 30 feet and the are within 120 feet of them. You can't use this ability again
time restriction is lifted. To use this speed, you can’t be until you finish a long rest.
wearing medium or heavy armor. Swarm Intelligence. When an ally within 10 ft. of you has
Imperious. You have proficiency in the Charisma to make a saving throw, you can use your reaction to give
(Intimidation) skill. them an additional 1d4 to the roll.
Vespoid Weapon Training. You have proficiency with Soothing Honey. Using a bonus action, you can produce
rapiers, shortswords, longswords, and shortbows. one portion of honey, which can be ingested to heal 1d4 +
Languages. You can speak, read and write Common, half your level (rounded up) hit points. You can't use this
Insect-Common, and Vespoid. ability again until you finish a short or long rest.

26
Bumble Traits
Bumbles are the giant powerhouses of the vespoids. They
tower over their Bee cousins with an average of 7 ft. and up
to 8 ft. in height. Their naturally very broad and muscular
build makes them excellent workers and warriors. Bumbles
don't mind getting their hands dirty. If they aren't fighting in
their nation's military, they tend to form the main workforce
of their kingdom. As such they tend to have a lower standing
within vespoid societies that are more focused on
intellectual matters. However, that doesn't mean that they
don't value the extra muscle a Bumble brings with them,
and their fierce loyalty, unparalleled even within their
race.
Ability Score Increase. Your Strength and
Constitution scores increases by 1.
Slow Fliers. Bumbles are slower than other
Vespoids, because of their bulky stature. Your flying
speed is 10 feet at 1st level and increases to 20 feet at 5th.
Furthermore, you do not need to land at the end
of your turn when flying in a strong wind.
Powerful Build. Bumbles are bigger than other
Vespoids, ranging from 7 to 8 feet. You are considered to
be one size larger when determining carrying capacity.
Waxbuilders. Bumbles are masters of sculpting and
using wax in all sorts of different ways. You gain proficiency
with one artisan's tool of your choice.
Bumble Bulk. Your hit point maximum increases by 1, and
it increases by 1 every time you gain a level.

Wasp Traits
Long ago one part of the vespoid swarm split off and left for
the Dark Woods. Those vespoids later became what is now
known as Wasps. Wasps vary greatly from their vespoid
brethren, only their yellow and black stripes signaling some
kind of relation between them. They have smooth chitin
plates instead of fur, they are slender and tall and their
feature seems jaggeder. They have a poisonous spike they use
to attack. Most wasps are live alone or in small families. They
are cunning and intelligent creatures, though they are also
quite aggressive, making them dangerous for other bugs.
Only few criminal organizations, like the Black Leaf, employ
Wasps, due to their uncontrollable temper.
Ability Score Increase. Your Dexterity score
increases by 2.
Poison Adepts. You gain proficiency with the
Poisoner's Kit.
Deadly Stinger. Your stinger is a natural weapon, which
you can use to make unarmed strikes. If you hit with it, you
deal piercing damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal for
an unarmed strike. You can use Dexterity instead of
Strength for the attack and damage rolls of your
unarmed strikes made with your stinger.
Hidden Flight. You gain advantage on Dexterity
(Stealth) checks made while flying.

27
Chapter 3: Racial Feats

L
eveling up in a class is the main way a The feats are presented below in alphabetical order.
character evolves during a campaign. Some
Game Masters also allow the use of feats to Adamantine Chitin
customize a character. Feats are an optional Prerequisite: Beetlefolk (stag)
rule in the 5th edition core rules. The Game
Master decides whether they're used and may Your shell has become as strong as adamant, capable of
also decide that some feats are available in a withstanding even the mightiest of attacks. You gain the
campaign and others aren't. following benefits:
The insectoid races of Insectopia are varied and divers. Increase your Constitution score by 1, up to a maximum of
The additional feats presented in this chapter allow you to 20.
dive deeper into your characters race and develop them You gain a +1 bonus to AC.
further in the process. These feats are each associated with a When you suffer a critical hit, you can use your reaction to
race from this compendium, as summarized in the Racial turn that attack into a normal hit. You can't use this
Feats table. A racial feat represents either a deepening feature again until you finish a short or long rest.
connection to your race's culture or a physical transformation
that brings you closer to an aspect of your race's lineage. Ancient Knowledge
Racial Feats Prerequisite: Beetlefolk (scarab)
Race Feat You are especially studious and pick up new skills with ease.
Akitu Glimmering Magic You gain the following benefits:
Akitu Mystic Evasion Increase your Intelligence score by 1, up to a maximum of
Arach Spellweaver
20.
You gain one skill proficiency of your choice, one tool
Beetlefolk (firefly) Shining Star proficiency of your choice, and fluency in one language of
Beetlefolk (harlequin) Reach
your choice.
Choose one skill in which you have proficiency. You gain
Beetlefolk (ladybug) Experienced Healer expertise with that skill, which means your proficiency
bonus is doubled for any ability check you make with it.
Beetlefolk (rhinoceros) Trampling Charge The skill you choose must be one that isn't already
Beetlefolk (scarab) Ancient Knowledge benefiting from a feature, such as Expertise, that doubles
Beetlefolk (stag) Adamantine Chitin
your proficiency bonus.
Chilopodians Crushing Grip Blind Spot
Formicoids Winged Prerequisite: Mantis (warrior)
Formicoids (bull) Teamwork You evolved some psionic capabilities, seldom seen in
Warrior. You gain the following benefits:
Formicoids (ice) Cold Refusal
Increase your Intelligence, Charisma, or Wisdom score by
Formicoids (fire) Burning Blade 1, up to a maximum of 20.
Luni Death Chirp As an action, you can choose a creature within 30 feet of
you to make an Intelligence saving throw (DC 8 + your
Mantis (orchid) Mind's Eye proficiency bonus + your Intelligence, Wisdom, or
Mantis (warrior) Blind Spot Charisma modifier). On a failed save, the creature
perceives you as if you were invisible for 1 minute. Should
Muscans Mark of the Wurm the creature have special senses which allow it to see
Necrites Vicious Feast invisible creatures, such as blindsight, you still appear
invisible to it. If the creature takes damage from you, it
Roaches Hard to kill can repeat the saving throw, ending the effect on a
Scions Descendant of the Damned success. You have to finish a short or long rest before you
can use this feature again.
Thoptra (cricket) Inspiring Musician
Thoptra (locust) Perfect Hunter
Vespoids (bee) Royal Authority
Vespoids (bumble) Master Waxcrafter
Vespoids (wasp) Terminal Velocity

48
Burning Blade Crushing Grip
Prerequisite: Formicoid (fire) Prerequisite: Chilopodian
You further master the destructive fire magic of your people. The power of your grapple is able to crush the bones of your
You gain the following benefits: enemies with ease. You gain the following benefits:
Increase your Strength, Dexterity, or Charisma score by 1, Increase your Strength, Dexterity, or Wisdom score by 1,
up to a maximum of 20. up to a maximum of 20.
You learn the flame blade spell, and can cast it once While reared up, you can grapple a creature while both of
without expending a spell slot. You regain the ability to your hands are occupied, using your body to coil around
cast the spell in this way when you finish a long rest. the creature. When you are grappling a creature in this
Charisma is your spellcasting ability for the spell. way and get down to your normal size, you let go of the
When making a melee spell attack with the flame blade creature and it is no longer grappled by you.
you can use Strength or Dexterity modifiers for the attack On the start of each of their turns, a creature grappled by
roll. you takes 1d4 bludgeoning damage.
When you roll fire damage for a spell you cast, you can Cold Refusal
reroll any roll of 1 on the fire damage dice, but you must
use the new roll, even if it is another 1. Prerequisite: Formicoid (frost)
Your crystal carapace is coated in frigid ice. You gain the
following benefits:
Increase your Strength or Constitution score by 1, up to a
maximum of 20.
You gain resistance to fire damage.
Cold, fire, and nonmagical slashing damage you take is
reduced by 3.
At the end of a long rest, you gain temporary hit points
equal to your level. If a creature hits you with a melee
attack while you have these hit points, the creature takes
cold damage equal to 5 x your proficiency bonus.
Death Chirp
Prerequisite: Luni
Increase your Constitution score by 1, up to a maximum of
20.
You can use an action to emit a high pitched sound in a
15-foot radius around you. Each creature in that area
must make a Constitution saving throw (DC = 8 + your
Constitution modifier + your proficiency bonus). On a
failed save, the creature takes 1d8 thunder damage, loses
concentration on a spell it is currently concentrating on
and is deafened until the end of its next turn. On a
successful save, the creature only takes half as much
damage, is not deafened, and doesn't immediately lose
concentration on a spell it is currently concentrating on.
This damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d10).
You can use your Death Chirp a number of times equal to
your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Descendant of the Damned When you succeed on three death saving throws or roll a
natural 20 on your death saving throw, you regain 1 hit
Prerequisite: Scion point and become conscious. You also gain the benefits of
Wandering the sands of your ancestors and viewing the the Dodge action until the start of your next turn.
deaths of many, your Scion blood sings the songs of those When you fail a death saving throw, you can choose to
beyond. You gain the following benefits: reroll the saving throw. You must use the new roll. Once
you use this feature you can't do so again until you finish a
Increase your Strength, Dexterity, or Wisdom score by 1, long rest.
up to a maximum of 20.
Your unarmed strikes made with your natural weapons Inspiring Musician
count as magical for the purpose of overcoming resistance Prerequisite: Thoptra (cricket)
and immunity to nonmagical attacks and damage.
When you roll piercing damage for an attack made with Even the music you play hums the tune of enchantments. You
your natural weapons, you can add halve your proficiency gain the following benefits:
bonus (rounded up) to the damage dealt. Increase your Dexterity or Charisma score by 1, up to a
You gain resistance to necrotic damage. maximum of 20.
Experienced Healer You gain proficiency in the Performance skill. If you are
already proficient in the skill, you add double your
Prerequisite: Beetlefolk (ladybug) proficiency bonus to checks you make with it.
You are a master of the physician's art, you gain the following Your legs and wings count as musical instruments. When
benefits: you make an ability check to play music with them, you
are considered proficient with them.
Increase your Charisma score by 1, up to a maximum of You can spend 10 minutes playing a mystical tune for your
20. companions, bolstering their morale for the next fight.
You gain proficiency in the Medicine skill. If you are When you do so, choose up to six friendly creatures
already proficient in the skill, you add double your (which can include yourself) within 30 feet of you who can
proficiency bonus to checks you make with it. see or hear you. Once until it finishes a short or long rest,
During a short rest, you can clean and bind the wounds of when the creature makes an attack roll, ability check, or
your allies. If a creature spends a number of Hit Die saving throw, it can roll a d6 and add the number rolled to
during this rest, you can make a Wisdom (Medicine) the roll. A creature can't benefit from this feat again until it
check against a DC equal to 8 + the number of Hit Dice has finished a short or long rest.
spend by the creature. On a success, the creature regains
all spend Hit Dice. You can tend to a number of creatures Mark of the Wurm
equal to your proficiency bonus, and you regain all Prerequisite: Muscan
expended uses when you finish a long rest.
You have been touched by the dark god itself, giving you the
Glimmering Magic ability to cast more of its destructive magic.
Prerequisite: Akitu You learn the toll the dead spell and can cast it at will.
You acquire knowledge of the magic of the mystical You also learn bane and ray of enfeeblement, each of
Flittermarsh, granted through the Archfey patron of your which you can cast once without expending a spell slot.
tribe. You regain the ability to cast those two spells in this way
when you finish a long rest.
You learn the faerie fire spell and can cast it at will, Charisma is your spellcasting ability for all three spells.
without expending a spell slot.
You also learn phantasmal force and blink, each of which Master Waxcrafter
you can cast once without expending a spell slot. You Prerequisite: Vespoid (bumble)
regain the ability to cast those two spells in this way when
you finish a long rest. Bumbles are masters of sculpting and using wax in all sorts
Charisma is your spellcasting ability for all three spells. of different ways. You gain the following benefits:
Hard to kill Increase your Strength, Constitution, or Charisma score
by 1, up to a maximum of 20.
Prerequisite: Roach You gain proficiency with the Forgery kit. Whenever you
As a Roach you've survived through most of the hardships the finish a short or long rest, you gain 1 clump of wax. You
world could throw at you, becoming even harder to kill. You can create additional clumps of wax by spending 1 gp and
gain the following benefits: 1 hour of uninterrupted work.
Additionally, you can use 1 clump of wax and apply it to
Increase your Constitution or Intelligence score by 1, up to yourself or another creature. As an action you can apply
a maximum of 20. the wax to one creature of your choice upon which the
wax is consumed. The creature gains resistance to cold
and lightning damage for one hour.

50
Mind's Eye Royal Authority
Prerequisite: Mantis (orchid) Prerequisite: Vespoid (Bee)
Your psionic powers grow ever stronger as your mind is You are a leader by nature and your voice and stature makes
expanding. You gain the following benefits: that clear to everyone. You gain the following benefits:
Increase your Dexterity, Intelligence, or Wisdom score by Increase your Dexterity, Wisdom, or Charisma score by 1,
1, up to a maximum of 20. up to a maximum of 20.
When you cast the mage hand cantrip using your psionic Your proficiency bonus is doubled for any check you make
powers trait, the hand is invisible. with the Charisma (Intimidation) skill.
You gain expertise in the Wisdom (Insight) skill, which As an action, you can let your voice boon to confirm your
means your proficiency bonus is doubled for any ability superiority. Each creature of your choice within 30 ft. of
check you make with it. If you aren't already proficient in you has to make a Charisma saving throw (DC 8 + your
the Wisdom (Insight) skill, you gain proficiency with it. proficiency bonus + your Charisma modifier). On a failed
Should the skill already benefit from a feature that save, a creature becomes frightened of you for 1 minute. If
doubles your proficiency bonus, such as Expertise, your the frightened target takes any damage, it can repeat the
proficiency bonus is only doubled once. saving throw, ending the effect on itself on a success. You
The spells you cast through your psionic powers trait can't use this feature again until you finish a short or long
require no verbal or somatic components. rest.
Mystic Evasion
Prerequisite: Akitu
The glimmering veil of the Flittermarsh quickens your flight
and misdirects attackers. You gain the following benefits:
Increase your Dexterity score by 1, up to a maximum of
20.
You gain advantage on saving throws against falling prone
while flying.
When a creature you can see hits you with a ranged attack
while flying, you can use your reaction to gain a bonus to
AC against that attack, potentially causing it to miss you.
The bonus is equal to your Proficiency bonus. You can't
use this feature again until you finish a short or long rest.
Perfect Hunter
Prerequisite: Thoptra (locust)
Increase your Dexterity, Constitution, or Wisdom score by
1, up to a maximum of 20.
You gain proficiency the Survival skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
You learn the hunter’s mark spell. You can cast it a number
of times equal to your Proficiency bonus without
expending a spell slot and regain all expanded uses after
you finish a long rest.
Reach
Prerequisite: Beetlefolk (harlequin)
You are impressively long-limbed. You gain the following
benefits:
Increase your Dexterity score by 1, up to a maximum of
20.
When you make a melee attack on your turn, your reach
for it is 5 feet greater than normal.

51
Immediately after you use the Dash action on your turn
Shining Star while flying and move at least 20 feet, you can make one
Prerequisite: Beetlefolk (firefly) melee attack with your stinger as a bonus action. When
you make an attack in this way, you can add your
Your intuition always leads you safely back home. You gain Proficiency bonus to the damage dealt.
the following benefits:
Trampling Charge
Increase your Wisdom score by 1, up to a maximum of 20.
Traveling at a fast pace doesn't impose the normal -5 Prerequisite: Beetlefolk (rhinoceros)
penalty on your passive Wisdom (Perception) score. Your mighty horn grows even larger, making a stab with it
You can create a guiding light that leads you to your extremely dangerous for anyone on the other site of its pointy
destination. If you concentrate on a location you have end. You gain the following benefits:
been to on the same plane of existence, you can create a
floating globe of light that leads you along the most direct Increase your Strength score by 1, up to a maximum of 20.
physical path to the specified location. The light can't lead When you hit a creature that is no more than one size
you to a destination on another plane of existence, a larger than you with the attack from your Goring Rush
destination that moves, or a destination you haven't trait, it must succeed on a Strength saving throw (DC 8 +
personally been at. You have to concentrate on the light as your proficiency bonus + your Strength modifier) or be
if it were a spell and it vanishes after 1 day or if you lose knocked prone.
concentration. You can't use this feature again until you Your horn attacks deal double damage to objects and
finish a short or long rest. structures.
Spellweaver Vicious Feast
Prerequisite: Arach Prerequisite: Necrite
Further delving into your aberrant heritage, you have grown You relish in the taste of battle. You gain the following
in your mastery of their alien magic. You gain the following benefits:
benefits:
Increase your Strength or Dexterity score by 1, up to a
Increase your Charisma score by 1, up to a maximum of maximum of 20.
20. When you make an unarmed strike with your Bite attack
You can use your legs to perform the somatic components or reduce a creature to 0 hit points, you can spend one Hit
of a spell. If you are restrained you are unable to use this Dice to heal yourself. Roll the die, add your Constitution
feature. modifier, and regain a number of hit points equal to the
You learn 1 cantrip from the Warlock spell list. Charisma total (minimum of 1).
is your spellcasting ability for this spell.
You know the web spell and Charisma is your spellcasting Winged
modifier for it. Once you cast this spell through this Prerequisite: Formicoid
feature, you need to finish a long rest before you can do so
again. You sprout translucent wings. With your wings, you have a
flying speed of 20 feet if you aren't wearing heavy armor.
Teamwork
Prerequisite: Formicoid (bull)
You excel at lending your allies a helping hand. You gain the
following benefits:
Increase your Strength, Constitution, or Intelligence score
by 1, up to a maximum of 20.
When a creature within 5 feet of you has to make a saving
throw, you can use your reaction to grant them the
benefits of the help action on that roll.
When you use the help action to aid a creature with an
ability check or attack roll, they can add a d4 to the roll.
Terminal Velocity
Prerequisite: Vespoid (wasp)
Your flying speed and ferocity with your stinger are
unparalleled. You gain the following benefits:
Increase your Strength, Dexterity, or Charisma score by 1,
up to a maximum of 20.
Your flying speed increases to 20 feet, or 40 feet if you are
5th level or above.
52
Appendix B: Locathah Characters
Featured in Ghosts of Saltmarsh, these resilient and proud
fish-folk have endured war, slavery, and mistreatment at the
hands of other aquatic creatures. They dwell in submerged
tribal communities along seacoasts, and hunt both above
and below the water.

Locathah Traits
Your locathah character has an assortment of inborn abilities,
part and parcel of locathah nature.
Ability Score Increase. Your Strength score increases by 2 and
your Dexterity score increases by 1.
Age. Locathah mature to adulthood by the age of 10 but have
been known to live up to 80 years.
Alignment. Most locathah are true neutral or have some
aspect of neutrality in their alignment. They tend toward
good, coming from a culture where compassion for the
downtrodden is a commonality.
Natural Armor. You have tough, scaly skin. When you aren’t
wearing armor, your AC is 12 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield’s benefits
apply as normal while you use your natural armor.
Observant & Athletic. You have proficiency in the Athletics
and Perception skills.
Leviathan Will. You have advantage on saving throws against
being charmed, frightened, paralyzed, poisoned, stunned, or
put to sleep.
Limited Amphibiousness. You can breathe air and water, but
you need to be submerged at least once every 4 hours to
avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a
swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and
Common.

Locathah Rising | ©2019 Wizards of the Coast


24

Chase Higginbotham (Order #20859357)


Mothfolk

M
oody and perplexing, isolated and The larvae stay in coccoons for just over half of a year, at
elegant, tough and passionate, the ways which point they finally emerge as moths. From there, they
in which one might describe the quickly grow over the next three or four years, usually to just
mothfolk are many - although those over six feet in height, and learn to fend for themselves. They
capable of pronouncing the true name are considered "adults" once their wings have fully developed,
of the species are few and far between. at around ten years after emergence, and elders after about
They're a quiet breed with a tendency thirty-five.
toward nature - solitary, yet intimate creatures with a
penchant for thought and ritual. Often on their feet or in the Mothfolk Names
skies, even the most fierce and untamed of mothfolk carry an In most moth cultures, the mother is assigned the task of
attitude of worldly place that comes from their nomadic naming each of her children as they grow. These names will
lifestyle. They owe their lives to the land they come from, and often change at the whim of the mother, and usually do not
often find themselves responsible for its protection. Pensive, become official until metamorphosis. Their names are often
loving, determined, and gentle, the mothfolk are hidden away, difficult to pronounce with human tongues, but this does not
but not to be overlooked. bother mothfolk, as they lack human tongues. Mothfolk do
Enigmatic and Uncanny not have gendered names.
Mothfolk Names: Adz'kit, Andile, Axa, Bixi, Chch, Chitha,
Mothfolk are a mysterious, reclusive race found in the lost Dalph, Fen, Filka, Fira, G'Zigg, Glik, Hadae, Iitus, J'llkx, Kl'il,
reaches of the world, seldom seen in more "civilized" places. Lenna, Lepha, Molf, N'Kakt, Riz, Scelkt, Sedna, Thom,
Tall and often silent, mothfolk have a reputation for being Timpth
cryptic and thoughtful - although in reality many of them stay
silent because they know the thrumming, clicking sound of
their communication makes the more "normally-speaking"
races uncomfortable.
The appearance of a mothkin is also not something that
most are accustomed to. Their large, heavy wings hang
around their tall humanoid bodies like cloaks, and their
inhuman faces with antennae and compound eyes may prove
off-putting to those with strong aversions to all things
insectoid. Sometimes covered in fur, these four-armed, three-
fingered creatures are the subjects of many countryside
myths and legends about giant bugs that stalk the night,
preying on children - although these myths vary wildly in
truthfulness.
Short Lives, Long Tempers
Mothfolk are not the longest-lived of creatures, the very
oldest living only until their late fifties. With such a short life,
mothfolk have learned to live life to the fullest. Many pursue
intellectual or mindful pursuits, becoming librarians or
philosophers, pontificating on the nature of life and
knowledge itself.
Still others decide to live their relatively brief lives
adventuring, seeing the world, becoming as well-traveled and
renowned as they can before passing their fortunes on to
their children. A common thread throughout most mothfolk,
though, is that they are slow to anger. It is instilled in most
mothfolk as early as the larval stage, regardless of culture,
that life is too short to be spent angry.
Metamorphic Creatures
Unlike most other common races, mothfolk do not develop as An Inconvenient Truth
the same creature from when they are born. Mothfolk begin The true name of the mothfolk race is complex and
their lives as larvae, often a part of a brood of ten or more. rich with meaning - the moniker 'mothfolk' was
After almost a year of nurturing and feeding from the mother, coined by a human. The mothfolk are fine with this,
during which the larvae are largely unaware of their as "Llkllrxzshlkl" is exceedingly difficult to
pronounce for those not versed in the language.
surroundings, the mother helps them prepare coccoons for
metamorphosis.
Mothfolk Traits
Your mothkin character has an array of special abilities, Natural Camouflage. You have proficiency in the
honed through natural instinct and evolution. Stealth skill.
Ability Score Increase. Your Wisdom score increases by Languages. You can speak, read, and write Common
2. and Ivathi. Ivathi is a language native to mothfolk. It is
Age. Mothfolk are born as larvae, and are only considered learned and internalized as a larvae and spoken upon
fully grown after metamorphosis. They are considered adults emergence. The language is complex and almost impossible
once their wings are fully grown, and live into their mid- to speak with a human mouth, as mothfolk speak with a
forties on average. The oldest mothfolk live until their late specialized organ in their throat that other beings lack. Ivathi
fifties. sounds like a series of squishes, clicks, and chitters, cut with
Alignment. Mothfolk are slow to anger, yet quick to the occasional thrumming or soft vowel. It uses its own
become impassioned about the things they find important, alphabet, and translating it to other scripts only results in an
and they are good at making the most out of life. They lean approximation of the language's true sound.
toward chaotic alignments, and away from evil ones. If you know Ivathi, you can also communicate very simple
Size. Mothfolk range from a bit under six feet to almost ideas to moths, and understand similar ideas from moths
seven feet tall, not counting their lengthy antennae. Their that choose to share them with you.
builds tend towards the light and lithe, and they usually Subrace. All mothfolk share a common ancestor, but there
weigh between 130 and 160 pounds. Your size is Medium. are three distinct groups of mothfolk that roam the world,
Speed. Your base walking speed is 30 feet. each with their own customs and abilities. Most live in
Compound Vision. Your compound eyes are excellent at secluded communities, but some have chosen to engage in
finding what little light there is in darkness. You can see in the world society. Choose one of these subraces.
dim light as if it were bright light out to 120 feet, and in Luna
darkness as if it were dim light. You can discern colors in dim Luna mothfolk are by far the most reclusive and mysterious,
light and darkness, but only on the ultraviolet spectrum. to the point where in some places they are merely considered
Wings. As a mothkin, you have large, cloak-like wings. You the stuff of myth and legend. The greatest philosophers and
have a flying speed equal to your walking speed, which can't seers of the mothfolk are found among them, and they carry a
be used to ascend. deep reverence for nature. Graceful and beautiful creatures,
Ride the Wind. As an action, you can beat your wings and these mothfolk have semi-transluscent wings hued in green,
ascend up to 30 feet. You can't use this action again until you blue, pink, or yellow, and their exoskeletons are covered by a
touch the ground. You can't use your wings if you are unable thick coat of soft white fur.
to move, and you can't Ride the Wind if you are wearing Ability Score Increase. Your Intelligence score increases
heavy armor. by 1.
Armed and Dangerous. Mothfolk have four arms, and Close to Nature. Pick one cantrip of your choice from the
each of them can hold an object as normal. You don't benefit druid spell list. Intelligence is your ability for it.
from a shield if you're holding a weapon with the two-handed Soothing Appearance. You have advantage on Animal
property or more than one weapon. You can interact with a Handling checks to calm hostile or agitated animals.
second object or feature of the environment for free during Epitome of Grace. Your broad wingspan means that you
your turn. are always under the effects of a feather fall spell.
Diamondback
Diamondback mothfolk are the hardiest, most warrior-like
breed of moth. With their thick earthen carapaces and
slender brown, grey, black, or tan wings, they blend into the
rocky deserts and mountains of their origin. Diamondbacks
are excellent hunters, trackers, and fighters, with a powerful,
armor-like exoskeleton.
Ability Score Increase. Your Strength score increases by
1.
Hardened Carapace. When you aren't wearing armor, you
have a natural AC of 14 + your Dexterity modifier (to a
maximum of 2). You can use your natural armor to determine
your AC if the armor you wear would leave you with a lower
AC.
A Warrior's Upbringing. You have proficiency with the
spear, trident and war pick, as well as one simple or martial
weapon of your choice.
Royal
Diplomatic, professional, and never at a loss for words, the
Royal moths are by far the most accepted by general society.
As their name suggests, many Royals are nobles, diplomats,
or negotiators. As a people, they have managed to throw off
most of the common misconceptions and elements of the
uncanny surrounding mothfolk culture - a large part of this
simply due to the fact that most of them simply don't speak
Ivathi nor engage in more "mothly" behaviors when around
the more "common" folk. The fact that their multicolored
wings tend to be emblazoned with beautiful, intricate
patterns helps in this as well.
Ability Score Increase. Your Charisma score increases by
1.
Extra Languages. You can speak, read, and write two
extra languages of your choice.
High Class. You can double your proficiency bonus for
Charisma checks when speaking with noble or high-class
creatures.
Well-Mannered. Whenever you make an ability check with
a Charisma-based skill you are proficient in, you can treat a
d20 roll of 4 or lower as a 5.

Moth Physiology and Equipment Mothfolk


Due to the unique body of mothfolk, your GM may see fit to Written by aofhaocv (@aofhaocv on Twitter), with
special thanks to SwordMeow, Caim,
limit the type of armor or other wearable gear/clothing your
ACOG_Muffin, Wufflykins, Carbsta, and Steven.
mothfolk character can wear. Acquiring new armor or clothes
may entail expensive modifications while in primarily human Art Credits:
societies, or in the case of certain items like plate mail doing Moth by drachenmagier
so may require a craftsman to make a set from scratch, Moth People by reimena
commission-moth by drachenmagier
specifically tailored to your character's body.
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vor of chaos. afkaklkgf[Yjjqaf_alYdd`]jk]d^&
Size.Lgjld]Y\mdlkklYf\-lg.^]]llYddYf\Yn]jY_]  =]qYdak-^]]l$0af[`]klYddYf\o]a_`k,*(hgmf\k&
,-(hgmf\k&L`]ajk`]ddkY[[gmfl^gjjgm_`dqgf]%l`aj\ 9dl`gm_`k`]Ìkgfdq)/q]Yjkgd\$`]j\]e]Yfgjak[ge-
g^l`]ajo]a_`l&Qgmjkar]akE]\ame& parable to that of a much older, much wiser tortle. She
Speed.QgmjZYk]oYdcaf_kh]]\ak+(^]]l& [`ggk]k`]jogj\k[Yj]^mddqYf\\g]kfÌllYc]mff][]k-
Claws.Qgmj[dYokYj]fYlmjYdo]Yhgfk$o`a[`qgm kYjqjakck&9kk`]oYdckl`jgm_`l`]bmf_d]$k`]mk]k
[Yfmk]lgeYc]mfYje]\kljac]k&A^qgm`aloal`l`]e$ `]jimYjl]jklY‫ץ‬lghgc]Yf\hjg\Y`]Y\g^`]j$^mddq
qgm\]YdkdYk`af_\YeY_]]imYdlg)\,#qgmjKlj]f_l` YoYj]l`YlljYhkYf\kfYj]k[ge]afeYfq^gjek&
eg\aÕ]j$afkl]Y\g^l`]Zdm\_]gfaf_\YeY_]fgjeYd^gj  A^l`][`YjY[l]jk`aj]=]qYd$k`]j][gee]f\kl`Yl
an unarmed strike. l`]qYdkghmj[`Yk]Y[`Yjl]jg^]phdgjYlagfZ]^gj]d]Yn-
Hold Breath.Qgm[Yf`gd\qgmjZj]Yl`^gjmhlg) af_>gjl:]dmYjaYf&=]qYd]ph][lklgjmfaflg>dYeaf_
`gmjYlYlae]&Lgjld]kYj]fÌlfYlmjYdkoaee]jk$Zmll`]q >aklhYljgdk$Yf\km[`e]]laf_k[YflmjfkgmjafY`mjjq
can remain underwater for some time before needing to a^gf]\g]kfÌl[Yjjql`]f][]kkYjqhYh]jogjc&
come up for air.  >ja_`l]f]\g^kmZl]jjYf]YfhdY[]k$=]qYdogfÌlngd-
Natural Armor. <m]lgqgmjk`]ddYf\l`]k`Yh]g^ mflYjadqljYn]dmf\]j_jgmf\mfd]kkl`]j]Ìkfggl`]j
qgmjZg\q$qgmYj]add%kmal]\lgo]Yjaf_Yjegj&Qgmjk`]dd alternative.
hjgna\]kYehd]hjgl][lagf$`go]n]j3al_an]kqgmYZYk]  =]qYdakljmklogjl`qYf\[`Yj_]k-_hh]j\Yq&K`]
9;g^)/ qgmj<]pl]jalqeg\aÕ]j\g]kfÌlY‫[]ץ‬ll`ak Ydkgg‫]ץ‬jkY\ak[gmfljYl]g^,(_h^gjYl]f\Yq$Zmll`]
fmeZ]j!&Qgm_YaffgZ]f]Õl^jgeo]Yjaf_Yjegj$Zmla^ hYqe]flemklZ]eY\]mh^jgflYf\akfgf%j]^mf\YZd]&
qgmYj]mkaf_Yk`a]d\$qgm[YfYhhdql`]k`a]d\ÌkZgfmk
as normal. Kwilgok
Shell Defense.Qgm[Yfoal`\jYoaflgqgmjk`]ddYk Tortle guide (Port Nyanzaru)
YfY[lagf&Mfladqgm]e]j_]$qgm_YafY#,Zgfmklg9;$
When the characters meet Kwilgok, give them handout
Yf\qgm`Yn]Y\nYflY_]gfKlj]f_l`Yf\;gfklalmlagf
B at the end of this supplement.
kYnaf_l`jgok&O`ad]afqgmjk`]dd$qgmYj]hjgf]$qgmj
 L`j]]q]YjkY_g$YljY\]k`ahnakal]\l`]lgjld]^gjlg^
kh]]\ak(Yf\[YfÌlaf[j]Yk]$qgm`Yn]\akY\nYflY_]gf
9`gq`gq$Yf\Coad_gcoYkYZd]lgZggchYkkY_]gfal&
<]pl]jalqkYnaf_l`jgok$qgm[YfÌllYc]j]Y[lagfk$Yf\
AfHgjlFqYfrYjm$`]\ak[gn]j]\Yogjd\dac]fggl`]j&
l`]gfdqY[lagfqgm[YflYc]akYZgfmkY[lagflg]e]j_]
@]^gmf\ogjcj]hYajaf_\g[ckYf\$oal`afYq]Yj$`Y\
^jgeqgmjk`]dd&
]fgm_`[gaflgZmqYmk]\YfcqdgkYmjmk$o`a[``]jg\]
Survival Instinct.Qgm_YafhjgÕ[a]f[qafl`]KmjnanYd
in several high-stakes dinosaur races. He lost more than
kcadd&Lgjld]k`Yn]Õf]dq`gf]\kmjnanYdafklaf[lk&
`]ogfZml[Ym_`ll`]]q]g^l`]e]j[`Yflhjaf[]BgZYd$
Languages. You can speak, read, and write Aquan
o`g[gfnaf[]\`ael`]j]oYkegj]hjgÕlafoad\]jf]kk
and Common.
exploration. Kwilgok the tortle (see “Tortles,” page
*+!Z][Ye]Y_ma\]Yf\$dac]Yddd]_alaeYl]_ma\]kaf
Tortle Guides HgjlFqYfrYjm$_an]kYkda[]g^`ak]Yjfaf_klgBgZYd&
L`]^gddgoaf_lgjld]FH;k[YfZ]Y\\]\lgl`]dakl Kwilgok travels with a cantankerous ankylosaurus
of guides available for hire in Chult. One of the tortle fYe]\<]Y\dqLj]Ykmj]&L`]lgjld]ja\]kafY`go\Y`
guides, Kwilgok, works for the merchant prince Jobal gfl`]YfcqdgkYmjmkÌkZY[cYf\_ma\]kl`]Z]Yklmkaf_
afHgjlFqYfrYjm&L`]gl`]jk$=]qYdYf\Em\_jYo$Yj] Y)(%^gglhgd]oal`km[[md]fld]Yn]kla]\lggf]]f\&9d-
^j]]dYf[]jkgh]jYlaf_gmlg^>gjl:]dmYjaYfYf\9`gq- l`gm_``]\g]kfÌlYddgogl`]jklgja\]l`]Z]Ykl$eYfq
`gq$j]kh][lan]dq& ogmd\%Z]]phdgj]jkYj]kgaehj]kk]\Zql`]\afgkYmj
l`Yll`]qÌj]`YhhqlghYqCoad_gcÌk^]]g^._hh]j\Yq$
Eeyal oal`hYqe]fl^gj+(\Yqkmh^jgfl&
Tortle guide (Fort Beluarian) Although he’s an able and honest guide, Kwilgok won’t
O`]fl`][`YjY[l]jke]]l=]qYd$_an]l`]e`Yf\gml9 kla[c`akf][cgml^gj`ak]ehdgq]jk&@]_]lkkl]Y\qogjc
at the end of this supplement. Z][Ymk]g^`ak]Ykq%_gaf_\]e]YfgjYf\`akoaddaf_f]kk
=]qYdakYtortle k]]ÉLgjld]k$ÊhY_]*+!o`go]Yjk lgd]Y\Yf]ph]\alagflgYfq[gjf]jg^;`mdl&@]`YkljYn-
_g__d]kl`Ylk`][jY^l]\^gj`]jk]d^lghjgl][l`]j]q]k ]d]\mhl`]Jan]jKgk`]fklYjeYfqlae]kYf\cfgok

THE TORTLE PACKAGE


4

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