Homebrew Ennir Species Details
The Ennir are insect creatures standing as tall or taller than humans hailing from the Underdark. Though unsettling in appearance, most Ennir mean no harm to other creatures. Enigmatic observers, it is not unusual for rumors spurred by adventurers and townspeople of giant insects standing in their peripherals. Ennir tradition is about keeping watch over the environment and only taking action when necessary. As such, Ennir adventurers working in a group with each other or other races are rare. However, the insatiable drive to know about their world pushes some to take the extra steps in greeting others species peacefully. An Ennir's trust is easily won if treated with respect and not feared for their looks, regardless of alignment conflicts.
Most Ennir tend toward neutrality on the good/evil axis but seem diametrically split along law/chaos. Lawful Ennir cling to tradition dearly and avoid contact with others, sometimes avoiding others of their own race. Chaotic Ennir are their most common adventurers, dissatisfied with watching the world spin or perhaps believing they can get a better viewing angle among world events instead of outside them. Truly neutral Ennir are unheard of.
Physically, Ennir resemble humanoid beetles, wasps, spiders, mantises, ants, and all sorts of other insects. Ennir stand shortest at 5'6", but some reach towering heights just above seven feet. Their exoskeletons are usually muted and mottled, drawing their colors from the entire spectrum. It is not unusual to see brightly colored Ennir either, just less common. Ennir typically have six (eight on arachnid-like specimens) limbs; two arms, two legs, and two (four on spiders) vestigial arms connected to their abdomen. Though not part of their physiology, many Ennir wear masks which they attach to their personalities, adding colors, patterns, and exotic materials to the mask as they age. The original reason for Ennir masks was likely hiding their "monstrous" visages during diplomacy.
Ennir have a maximum lifespan of 200 years.
Ennir Traits
Even among direct family, Ennir anatomy pulls from an enormous gene pool. Few Ennir look alike in the wider world, but some Ennir cities have developed a specific phenotype after generations of families.Natural Attack
Ennir of all kinds can use their body parts as weapons. Choose one of the following attacks. This option may not be changed later. All attacks listed are natural melee weapons, except for Boiling Spray, which is ranged.
Stinger - 1d4 piercing + poison (Fortitude Save DC 8 + CON modifier; 1d6 persistent damage; new save made each round to end the effect)
Jaws - 1d8 piercing
Claws - 1d8 slashing
Boiling Spray - 1d6 fire; 30 ft. range
Tough Exoskeleton
Ennir have thick, dense exoskeletons that protect from attacks. You gain a +1 bonus to Armor Class.
Age, Height, and Weight
Ennir reach physical maturity just after their 7-year larval stage, but most are not mentally mature until 12 years of age. Ennir typically live past a century with a maximum age of 200 years. Ennir range in height from 5' 6" to 7' 4" and in weight from 150 lbs. to 370 lbs.
Languages
Ennir have no native language, instead relying on a polyglot of other's speech to communicate. Ennir know Undercommon and a language of their choice based on what society they observe.
Darkvision
Ennir have Darkvision out to 60 feet.
Ability Score Increase
Your Wisdom score increases by 2 and your Constitution score increases by 1.
Insect Speed
Your physiology is specially suited to one sort of movement. Choose one of the following speeds. You gain this in addition to your land speed. This option cannot be changed after character creation.
Flight 20 ft.
Burrow 20 ft.
Speed +10 ft.
Speed
Your land speed is 30 feet.
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Posted Feb 1, 2022This is an old version of the Ennirin race.