Homebrew Chitoid Species Details

"This is where we make our claim. This is
where we make our stand." The general called to his men. He saw they were frightened of the force that was to come. His eyes looked over the group before falling on one soldier, seemingly unshaken. "Look to your fellow here, unshaken. Will you show the same courage?" From the tree line the beast appeared, charging at the small forces. Instantly the unshaken soldier began to sing a low drone of a song and the creature stopped and bowed. The soldier walked up, continuing its song and pet the creature aside its head as it turned away and wandered off into the woods. The soldier removed his helmet revealing his insect like eyes as he smiled to his small band of soldiers.
-General Archemedes

Deep within the forests of the realm lie the Chitoid. Naturally xenophobic and reclusive they stay to themselves and stay hidden from other races who may wander through their lands.

Almost Human
The Chitoid for the most part resemble humans but they have plate like armor, similar to insects and arachnids that cover parts of their bodies. Some are more covered than others in this armor and some have almost no armor at all. In addition they may have compound eyes, antenna or insect like appendages that hang off their bodies.

They bits of skin they have often have a green or brown hue to it. Their insect like appendages will often match or be similar to those of regular insects. For example a spider like Chitoid might have a red symbol on her stomach similar to a black widow. They also have long hair in many different colors like red, black, orange, white or blue.

For the Hive
Appossed to building cities the Chitoid roam the forest freely, living their lives as nomadic hives. Each Chitoid hive has a queen that commands its civilians and soldiers. Chitoids are allowed to come and go from whichever hive they come across though most tend to stay in the hive they were born into, unless exiled or banished from it.

Once a Chitoid settles into a hive and giving its role, that of soldier, worker, or hunter, they do whatever they can to serve their hive and their queen. The queen also keeps a harem of other female Chitoids that may one day surpass her as the queen. She takes these females from a young age to begin training them to lead the hive. These Chitoids are kept secluded from the rest of the hive and from any distractions that may interfere with thier training.

An exiled or banished Chitoid is marked by a scar that covers there left eye as a warning to any other hive that might accept them. A hiveless Chitoid will often wander outside their forest home, seeing the world for a time before returning to find a hive. If they can't find a hive that will accept them, they make a makeshift hive out of those that they had travelled with, putting aside their natural fear of other races.

Fear of Outsiders
The first few encounters with the Chitoid were fleeting and futile. Travelers and adventurers would see the Chitoid running through the woods, escaping out of sight in time to not be seen clearly leading to tales of horrible monsters in the woods that would snatch children in the night. These stories could not be farther from the truth however. The Chitoid tend to be more afraid of other races than they are of the Chitoid.

Chitoid Traits

Chitoids share similarities with others of their race.

Ability Score Improvements

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

Age

Chitoid age rapidly reaching maturity within a few months of birth and living up to the age of 40.

Alignment

Chitoids tend to follow a lawful alignment and tend not to care for good or evil.

Size

Chitoids stand around 6 feet tall but a light weighing close to 30 pounds.

Speed

Your base walking speed is 30 feet.

Chitin

Your body is covered i chitinous armor granting you a +1 bonus to AC.

Natural Poison

You secrete a poisonous fluid from your body. When you hit a creature with an unarmed strike the creature takes an additional 1d4 poison damage.

Beguiling Song

As an action you can initiate a song to entrance one creature. Choose a creature within 30 feet of you to make a Wisdom save with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save the creature is charmed by you until the song ends or you or a creature friendly to you deals damage to it.

You can continue the song as a bonus action on your turn and can do so for one minute. If a creature succeeds the saving throw or stops being charmed by you it is immune to this ability for 24 hours.

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