Homebrew Drim Species Details

 Living mainly around areas that detritus gathers, but having the ability to live anywhere and off of anything, the drim, or the flyfolk, are the unfortunate descendents of an ancient, advanced race. They live on the edges of civilization, surviving on the dregs of society. 

From Thorax to Antennae

The Drim resemble the average housefly if that housefly were 6 feet tall standing on its back legs. True to form for a fly, they have two long back legs which they walk on, a set of arms protruding from their midsection that are often folded against their chests, and a set of main arms positioned just above those that are generally used for most of their activities. They tend to levitate just above the ground being that their legs are often fairly weak. 

Their bodies are covered in small, coarse hairs that act as sensors. They also have large antennae that stick out from their forehead that they use to communicate with their own kind. They have a multitude of red, bulging, compound eyes that comprise the majority of their faces, aside from their large, sharp mandibles. They have a long, extendable tube like tongue that spits a corrosive acid, mainly for eating food, but also used in self-defense if necessary. Male and Female drim are indistinguishable from each other to anyone outside of their species. 

Detritus Denizens

The drim's natural habitat is in or around areas where death occurs frequently. They are wretched nomads and scavengers that sustain themselves mainly on the dead, be it a beast, human, or otherwise. Often mistaken for zombies or ghouls, they are regularly run out of populated areas. 

The drim use leftover trash, food, and any scraps they can find to create their nests. They tend to leave their young to fend for themselves, moving their tribes to the next space they can find for themselves. 

Diptera Tendencies

Drim are as close in their mannerisms to flies as they are in their appearance. Their middle arms, if not folded, are constantly rubbing together. This has led to the belief that drim are sneaky and conniving as a whole. They are regularly cleaning their many compound eyes, using their middle arms. They are very close knit, often hovering together in groups, touching antennae and conducting whatever business drim are involved in. 

Their language is a complicated series of touching and rubbing antennae, and gestures made with their middle arms. When speaking the common tongue, they often punctuate their speech with random slurps, clicks, and strange guttural noises. This often leads to misunderstandings on the few occasions that they speak with other intelligent, sentient creatures. 

The drim fear few intelligent creatures as most tend to stay away from them. They only seem to avoid the aarakocra for reasons unknown. 

Drim Names

Drim names are not very regularly spoken, so much as they are communicated in their own manner. When necessary, they give simple, easily pronounceable names to whoever asks. Their names tend to be fairly smooth, and may involve a slurping noise somewhere.

A drim of either gender may have one of these names: Shlera, Colashlor, Klovinshlil, Hormsheel, Shika. 

Drim Traits

Drim have an advantage with their flying speed at 1st level. Consult your dm if drim are appropriate for your campaign.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score decreases by 1.

Age

Drim reach maturity within the year they are born. They rarely live beyond 30 years. 

Alignment

Drim are mainly true neutral creatures. However, a worthy enough cause may get them to sway towards a lawful alignment. 

Size

Drim are generally 6 feet tall. Their bodies are thin with large, soft abdomens, causing them to weigh around 100 to 130 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Flight

You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Acid Tongue

Your long, tube like tongue is capable of whipping enemies. It also expels acid on command. If you hit with it you deal bludgeoning damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also add 1d4 acid damage on top of that on a roll of 20.

Languages

You can speak, read, and write Common and Drim.