Homebrew Chitrin Knight Species Details

Chitrin have insectile features and blade like arm appendages Their bodies are encased by a hard shell of protective chitin and they have a natural resistance to acid. 

Chitrin mainly speak through the act of telepathy or in an odd clicking and clattering language of their own creation, but have been known to learn other languages. Chitrin without a Brood Mother generally die but some gain a relative sentience that expands over time eventually becoming their own 'person'.

Called "Red Demons" by those who witness them chitrin knights are not a creature to be taken lightly. Be it with a group of allies or alone these dangerous monstrosities wreak havoc on on their foes. Armed with a dangerous hidden third appendage they can even catch the wariest of foes by surprise in the middle of an ongoing combat. Knights are most often found guarding the deepest parts of their colonies, blocking off entrances to their broodmothers den. From time to time a single knight may be sent out with a group of harvesters to collect important meat or materials. 

Red Demons. Knights have blades on both of their arms and often times their antennae take on a shape resembling that of two horns. Their vicious crimson armor looks so thick and sturdy that it could easily be mistaken for the blood stained plate of a bloodies knight. 

Eternal Guards. Knights follow orders of the hive without question, and sometimes punish those chitrin who would go against orders of the mind. Even if it was for the betterment of the colony. When a knight is around work is far more efficient and their guard remains unwavering even if it is for days on end. 

For the Colony. Knights will follow even suicidal commands from the colony, diving into battles bloodies than their red exoskeleton for the glory of the broodmother. 

Excellently Trained. Knights are inborn with knowledge from the broodmothers experiences, and only well sustained and experienced colonies are capable of producing one of these high class unflinching soldiers.

Creating Your Character

Ability Score Increases

Your Strength score increases by +2 and your Constitution score increases by +1. 

Languages

You can speak read and write Chitrin (Thri-Kreen dialect for the sake of language selection) and Common. 

Creature Type

You are a monstrosity.

Life Span

The typical life span of a Chitrin in its den is anywhere from 30-50 years. Once a Chitrin has gained sentience and abandoned its den it generally has a 40 year life expectancy. Chitrin mature fully only days after their birth. 

Height and Weight

Chitrin of a higher category are always of medium size or larger.

Chitrin Knight Traits

As a chitrin player character, you have the following traits.

Creature Type

You are a Monstrosity.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Hard Shell

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

Darkvision

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

Sword Arms

You have a sword infused into one or both of your arms that can be used to attack as an action or replace one of your attacks whenever you take the multiattack action. This sword deals 1d10 slashing damage. This attack goes off of your Strength modifier.

Acid Resistance

You have resistance to acid damage.

Reduced Chitrin Hive Telepathy

You can use telepathy, magically transmitting your thoughts mentally to willing creatures within 30 ft. of yourself. A contacted creature doesn’t need to share a language with you, but must be able to understand at least one language. The telepathic link is broken if the distance between you is more than 30 ft., if either of you are incapacitated, or if either of you mentally breaks the contact (no action required).

Knights Senses

You have proficiency in the perception skill.

Hidden Blade

Knights have a secret hidden blade arm that retracts from their back. They can attack with once per long rest. Creatures unaware of this blade are hit with advantage. This blade deals 1d6 damage and uses the Knights strength modifier. It is a bonus action.

Previous Versions

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