Homebrew Colony Species Details
Colonies are insects who banded together to form one humanoid shape with The Queen in the center. They are exceptionally rare due to the fact that only insects who have attained some sort of magical power or influence seem to be able to do this. Though the Colony is made up of thousands of insects the Queen acts as the brain and is linked to all her kin allowing her to see and communicate through them making the Colony itself act as a body for her. While very powerful and versatile if The Queen is separated or inhibited the body crumbles.
Colony Traits:
Shapes:
You can chose to have a humanoid or abstract shape however you will only be able to wield armor, weapons, and communicate while in a humanoid shape.
Abstract Shape:
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Insect Fear:
You gain proficiency in intimidation and disadvantage in persuasion
Ability Score Increase:
Increase one score by 2 and another by 1 or increase three scores by 1.
Age:
A Colony can exist for up to 30 years before The Queen dies and the insects disperse.
Alignment:
Colonies are typically very selfless due to their nature stemming from teamwork however they will prioritize the safety of The Queen over anybody else.
Size:
Colonies can range from Medium to Small and will shrink in size when they take substantial damage proportional to the % of HP they have left.
Languages:
Common and 1 other that you and your DM agrees is appropriate for your character.
Insect Type:
Depending on the type of insect you chose you gain different benefits.
Ants:
Your climbing speed and burrowing speed is equal to your walking speed.
Wasps:
You gain a flying speed of 15 and can do an additional 1d6 Poison Damage when you make an Unarmed Strike
Centipedes:
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
Roaches:
Armor class is increased by 2
Colony Abilities:
Dispersion of troops:
Small groups of insects can be detached from the main body. You can disperse 1 group at a time and when you do you lose 1/4 of your current HP(Rounded up) and 1/4 of your current size. While you can only control this group with complex commands while they are within 15 feet of you, you will know the direction they are in and if they die regardless of how far apart they are from you.
Shape Self.
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a formless swarm like that of an amoeba. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can expel a portion of yourself(Troops) that is up a 6 inch sphere or reabsorb it into the rest of the colony and this group must stay connected over the duration. As part of the same bonus action, you can use this group of Troops to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. You can see through them as long as they are within 15 feet if the queen and can’t attack, activate magic items, or lift more than 5 pounds.
Magical Link:
Since the colony is held together primarily through a magical connection if an anti-magic spell or ability is activated on you the Colony will disperse leaving The Queen Vulnerable. The colony will remain close and protect The Queen out of loyalty however she has no direct control over their actions. When in this state the Colony's HP is reduced to 1/4 what it was rounded up.
The Queen:
If the colony is dispersed The Queen is left defenseless. Also if the queen desires to separate herself from the colony, they will remain in their previous form until they are 15 ft from The Queen. During this time the colony can make weapon attacks, move as it normally would, but can only cast Cantrips and 1st level Spells.
If a healing spell is cast on The Queen nothing will happen. Healing spells are only able to restore the Colony once the eggs have hatched and it is not just The Queen.
When The Queen takes a long or Short rest the colony will be restored.
Tiny Insect
Armor Class: 10
Stats:
HP: 1
Skills: Stealth +8
Charisma, Dexterity, Strength, and Constitution are reduced to 1. Intelligence and Wisdom are halved rounded down.
Walking Speed: 5 ft
Flying Speed: 15 ft
Languages: Cannot Speak but can understand common and the additional language chosen.
Actions:
Reproduce: The Queen quickly lays 2d10 eggs. At the beginning of your next turn the eggs hatch and HP restored is equal to the amount of eggs laid. She can do this once per long rest.
Long Live The Queen: Over the course of 2 actions The Queen prepares a special egg that she infuses with her magic and life killing The Queen, during this time she is immobile and unable to do anything else. If this is interrupted she must restart entirely. This egg incased in a cotton like substance that measures 1 inch in diameter and has 10HP. In 1 day The Queen will emerge again however her level will be brought down to 1 and will have to restart on her colony entirely.
Colony Traits
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