Homebrew Coleopteran Species Details

Coleopterans have insectile features and two pairs of arms. They also have a pair of antennae which allow them to identify poison if it’s under 5 feet away from them.

Coleopterans spend their long rests in a dormant, sleep like state where they prefer to burrow. If they cannot burrow when taking a long rest, a Coleopteran can only regain the amount of hit points that it would regain in a short rest.

Coleopterans can mimic common by using specialised muscles in their throat to vibrate and click similarly to the vocal cord. They may be difficult to understand, and often need to repeat themselves or mime what they’re trying to say to other races.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.

Ability Score Increases

Your Constitution score increases by 2 and your strength score increases by 1.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type

You are a Monstrosity.

Life Span

The typical life span of a Coleopteran is 80 years.

Height and Weight

Coleopterans are, on average, taller and heavier than humans, usually around 6’ tall and weighing 350-400 lbs.

Coleopteran Traits

As a Coleopteran player character, you have the following traits

Burrowing

Your burrowing speed is 10ft.

Flying

Your flying speed is 10 feet

Blindsight

You have a blindsight range of 20ft.

Ability Score Increases

Your Constitution score increases by 2, and your strength score increases by 1

Creature Type

You are a Monstrosity.

Size

You are Medium.

Speed

Your walking speed is 20ft.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Super-shell

Your AC when unarmored is equal to 14 + your Con + Str modifiers. Additionally, when wearing armour of any type your Strength modifier is added to the armour class. Shields do not grant additional AC.

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