Insectopia - Bestiary - GM Binder

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Insectopia Beastiary

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contents
Chitin Golem ..................................................................................3
Divinotl ............................................................................................7
Mush-Folk .................................................................................... 10
Osax ...............................................................................................11
Thunder Scarab ..........................................................................14

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Chitin Golem
A chitin golem is a horrible jumble of insectoid body parts Chitin Golem
crudely stitched together to create a hulking brute with Medium construct, neutral
immense strength. Other than golems made from inanimate
materials, chitin golems are capable of simple reasoning and Armor Class 14 (natural armor)
often keep some sort of memory from the spirits that inhabit Hit Points 128 (14d8 + 66)
them. The magic used to create the golem also protects it Speed 30 ft.
from the blades of common weapons and enchants its
attacks. STR DEX CON INT WIS CHA
Should the chitin golem take too much damage, the
different spirits inhabiting its form break out into a 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
berserking rage, attacking and destroying any creature or
object close to it, and only its creator can reason them to be Damage Immunities poison; bludgeoning, piercing,
calm again. and slashing damage from nonmagical attacks not
Sum of its parts. Not all chitin golems are created equal. A made with adamantine weapons
chitin golem is the result of many different insect corpses Condition Immunities charmed, exhaustion,
made one. As such, all chitin golems are unique in size, frightened, paralyzed, petrified, poisoned.
strength and abilities. At its centre, the construct is controlled Senses darkvision 60 ft., passive Perception 10
by a core. A core is the still living brain of a former insectoid, Languages understands the language of its creator
but can't speak
placed into the liveless husk through necromancy. Many of Challenge 8 (3,900 XP)
the golems mannerisms stem from the core's personality.
Husks. A golem without an active core is called a husk. Berserk. Whenever the golem starts its turn with 60
Husks seem like inanimate objects while inactive to all but hit points or fewer, roll a d6. On a 6, the golem goes
their creators. Said creators, often powerful necromancers, berserk. On each of ist turns while berserk, the
are capable of slipping inside the husk and controlling it from golem attacks the nearest creature it can see. If no
within. creature is near enough to move to and attack, the
golem attacks an object, with preference for an
object smaller than itself. Once the golem goes
berserk, it continues to do so until it is destroyed or
regains all its hit points. The golem's creator, if
within 60 feet of the berserk golem, can try to calm
it by speaking firmly and persuasively. The golem
must be able to hear its creator, who must take an
action to make a DC 15 Charisma (Persuasion)
check. If the check succeeds, the golem ceases
being berserk. If it takes damage still at 40 hit
points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it
has disadvantage on attack rolls and ability checks
until the end of its next turn.
Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.
Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage.

3
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Chitin golem creation Adding more than two cores to a single golem body will
destroy the construct.
The appearance of a chitin golem is limited just by the Chitin golem limbs. Chitin golems can have a variety of
creativity of its creator. If you want to create a chitin golem of limbs. Necromancers aren't limited by nature and skilled
your own, feel free to use the tables below. ones manage to graft over 6 limbs to a single chitin golem.
Different body parts grant the golem additional abilities. The chitin golem gains an additional use of its Multiattack
When you are creating your own golem, add these traits to feature for each limb it has. For example while a golem with
the standard statblock above. two limbs can make only two weapon attacks, a golem with
Chitin golem body. All chitin golems must have 1 chitin four limbs can make four weapon attacks with a single
golem body type. However, a golem also can't have more Multiattack action.
than one body type. Chitin golem augments. Chitin golems can be modified
A chitin golem's body type also determines the creatures through a plethora of different augments. They can have
movement speed. more than one augment, but aren't required to have one.
Chitin golem cores. When necromancers want to add
some spice to their creation they take a living insectoid as the d8 Body parts
brain of their chitin golem. The insectoid becomes an undead 1 1 core, 2 limbs
during the process of golem creation, it's spirit fused to the 2 1 core, 4 limbs
chitin cluster the necromancer created. Certain special
insectoids allow the golem access to additional abilities and 3 1 core, 2 limbs, 1 augment
are highly sought after by necromancers. 4 1 core, 4 limbs, 1 augment
Some necromancers go even further, adding multiple cores
to a single chitin golem. If you intend to have two or more 5 1 core, 2 limbs, 2 augments
cores, the chitin golem will be harder to command. 6 1 core, 2 limbs, 3 augments
If you add two cores to your golem, all Charisma
(Persuasion) checks to calm the golem when it goes berserk 7 2 cores (reroll 10), 2 limbs, 1 augment
are made with disadvantage. 8 2 cores (reroll 10), 4 limbs, 2 augments

Chitin golem body type


d6 Body type Description
1 Bipedal The golems golden standard. It has a movement speed of 30 ft.
The chitin golem gains a movement speed of 35 ft. and a climbing speed of 20ft. Additionally, it also
gains the following trait:
2 Chilopodian
Enlarge (1/Day). The chitin golem can use its action to magically increase in size, along with anything
it is wearing or carrying, as per the enlarge spell.
The chitin golem has a movement speed of 30 ft. It gains resistance to necrotic damage. Additionally,
it gains the following attack action:
3 Scion
Poisonous stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing
damage and 4(1d6) acid damage.
The chitin golem has a movement speed of 30 ft. and a climbing speed of 30 ft. Furthermore, it gains
the following traits:
Spider Climb. The chitin golem can climb difficult surfaces, including upside down on ceilings,
4 Arach without needing to make an ability check.
Web Sense. While in contact with a web, the chitin golem knows the exact location of any other
creature in contact with the same web.
Web Walker. The chitin golem ignores movement restrictions caused by webbing.
The chitin golem has a movement speed of 60 ft. and gains immunity to lightning damage, in
Thunder addition, it gains the following trait:
5
scarab Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the lighting damage dealt.
The chitin golem has a movement speed of 30 ft. and a burrow speed of 20 ft. The chitin golem also
gains the following trait:
Confusing Gaze. When a creature starts its turn within 30 feet of the chitin golem and is able to see
the chitin golem's eyes, the chitin golem can magically force it to make a DC 15 Charisma saving
throw, unless the chitin golem is incapacitated. On a failed saving throw, the creature can't take
reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a
6 Umber Hulk
1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement
to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random
creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its
eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the chitin
golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the chitin
golem in the meantime, it must immediately make the save.
4
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Chitin Golem cores
d10 Core Description
1 Fire ant The golem loses its aversion of fire trait. In addition, all melee attacks deal an additional d4 fire damage
Frost The golem gains resistance to cold damage. In addition, all melee attacks deal an additional d4 frost
2
ant damage
The golem gains the following trait:
Loathsome Limbs. Whenever the chitin golem takes at least 15 slashing damage through a single attack,
3 Muscan one of the golem's limbs is severed if the golem has any left. The appendage has a movement speed of
20ft. and 15 hp, it can use its action on the chitin golems turn after the chitin golem. the chitin golem
can spend an action to reattach the limb.
The golem has advantage on Intelligence and Wisdom saving throws. Additionally, the golem can cast
4 Luni
the moonbeam spell 1/Day (spell save DC 13).
The chitin golem gains the following action:
Sound Burst (Recharge 5-6). The golem emits a loud buzzing sound in a 20 foot cube centered on it.
5 Cricket Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, the creature is
paralyzed until the beginning of the golems next turn. On a success, the creature is deafened until the
beginning of its next turn.
The chitin golem gains the following trait:
Rhino Charge. If the chitin golem moves at least 20 feet straight toward a target and then hits it with a slam
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beetle attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a
creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
The chitin golem gains the following action:
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
7 Necrite The chitin golem also gains the following trait:
Bloodlust. Upon reducing a target to 0 hitpoints, the golem can use its bonus action to move up to half
its speed and make a melee weapon attack against a new target.
The golem gains the following action:
Royal Presence (Recharge 5-6). Each creature within 30 ft. of the golem has to make a DC 15 Wisdom
8 Vespoid saving throw. On a failed save, the creature becomes frightened of the golem for 1 minute. If the
frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a
success.
The golem gains the following action:
Psionic Screech. (Recharge 5-6) The golem targets a creature with a psionic screech. The creature must
Orchid
9 make a DC 15 Intelligence saving throw. On a failed save, the creature takes 21 (6d6) psychic damage
Mantis
and is stunned until the end of it's next turn. On a success, the creature takes only halve the damage and
isn't stunned.
The chitin golem lacks a core. It's intelligence, charisma and wisdom ability scores reduce to 1 and it
loses its berserk trait. It gains the following trait:
Husk. While not operated by it's creator, the golem is an object. The golem's creator can spend an
10 Husk action entering the chitin golem. The creator can remain inside the golem until it drops to 0 hit points
or leave it by using a bonus action. While inside of the golem, during the creators turn, the creator can
spend its turn to control the golem. While inside, the creator has total cover against attacks originating
from outside the golem.

Useful tip:
sure they cawn'htenbitusing multiple cores, make
e eachothers head
Rigor mortis off.

5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chitin golem limbs
Creature
d6 Limbs of origin Description
Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing
1 Pincer Scion damage. If the target is a medium or smaller creature, it has to succeed on a DC 15 Strength
saving throw or be grappled by the chitin golem.
Scythe Warrior Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 4) slashing
2
arms Mantis damage.
Thundering Boulder Rock: Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning
3
Fist. Beetle damage.
Hungering Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage
4 Osax
Limb plus 3(1d4) acid damage.
Rock: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (1d10 + 4)
Boulder Boulder
5 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving
Launcher Beetle
throw or be knocked prone.
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, reach 60 ft., one target. If the attack
hits the target is restrained by webbing. As an action, the restrained target can make a DC 15
Web
6 Arach Strength check, bursting the webbing on a success. The webbing can also be attacked and
Shooter
destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and
psychic damage)

Chitin golem augments


d6 Augment Description
1 Wings The chitin golem gains a flying speed of 20 ft.
2 Armor The chitin golems AC increases to 18.
3 Camouflage The golem gains advantage on stealth checks.
The chitin golem has a space on its back capable of holding a small creature. It gains the following
trait:
Cart. The golem carries a compact cart on its back. One small creature can ride in the cart. To make a
4 Cart
melee attack against a target within 5 feet of the golem, the creature must use spears or weapons
with reach. If the golem dies, a creature in the cart is placed in an unoccupied space within 5 feet of
the golem.
The chitin golem has many mouths all over its body or 1 mouth centered in its belly (your choice). A
Gaping grappled creature can be pushed in the(se) mouth(s). Bites. Melee Weapon Attack. +7 to hit, reach 5
5
mouths ft., one grappled creature. Hit: 17 (5d6) piercing damage. If the target is killed by this damage, it is
absorbed into the chitin golem.
The chitin golem has been created with the sole purpose of killing another creature, it gains the
following traits:
Wrathfull Turn Immunity. The chitin golem is immune to effects that turn undead.
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revenant Vengeful Tracker. The chitin golem knows the distance to and direction of any creature against which
it seeks revenge, even if the creature and the chitin golem are on different planes of existence. If the
creature being tracked by the chitin golem dies, the chitin golem knows.

6
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Champions of the dreamers. Divinotls are especially drawn
Divinotl to visionaries, dreamers and especially spirited people who
Divinotls are divine and ancient beings. They are small dare dream of nigh impossible goals and achievements.
creatures with feather-like gills and their slimy smooth skin is Examples are forbidden lovers, revolutionaries or
of rosy colour. Divinotls are amphibious celestials whose adventurers who fight for goals more virtuous than self-
presence alone means a blessing for everyone around them. interest, protectors of cities and communities. The divinotls
Many tribes of Akitu believe that only seeing one of these rare goal is not to help those who want to do something because
creatures means the beholder is blessed with good luck for they are prophesied or chosen by some deity or other higher
life. power. They will help those who want to do these things
against all odds. Those who get mocked for their dreams,
Playful and good. Even though all divinotl have the who have been let down time and time again and push
curiosity and optimism of a child, they can live for millennia. forward. Those are the champions the divinotl will support.
They are eternally curious and whimsical. One might spy on
local fish to see how they live or observe a family for weeks, Kamilotl
only to stop because something else has piqued their interest.
They are eternally good-natured and gullible, despite their If a divinotl finds someone he truly looks up to, whose ideals
long life. Divinotls do not, however, show themselves to are so great they awe and inspire the divinotl for years after
others, only responding to requests if those are made with that someone’s death, it starts transforming. This
utmost sincerity and with good intentions in mind. Divinotls transformation can take months or even years, but this
can feel other creatures emotions and in its presence, most transformation is accelerated if the subject of awe died
individuals can't tell lies. without reaching its goals. At the end of its metamorphosis,
the divinotl becomes a kamilotl.
Paragons of Virtue. Kamilotls are huge dragon-like
creatures with mighty serpentine bodies. They float through
air and water without issue and their pink scales shimmer in
a pearlescent tone. The kamilotl will act as the champion for
Art by constellationarts >>> everything his dreaming friend stood for. It will do all in its
great power to accomplish their goals.

When I felt slim


however pleitassan t,
y,
could feel to uch, I
weight of mthyecuevrser-present
disappearing. Thee
my stomach undid knot in
the divine er b itself as
from existepnowce . T
anished it
happiness I felt w e h
creatures sencehile in this
indescribabpre is
about this feleel.inI gdream
night. every
~ Spark A
adventurerirdust, Akitu

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Divinotl Slimy body The divinotl can spend 10 movement to free
itself from being constrained.
Small celestial, neutral good
Regeneration. The divinotl regains 10 hit points at the
Armor Class 14 start of its turn. If the divinotl takes necrotic damage,
Hit Points 85 (10d10 + 30) this trait doesn’t function at the start of the divinotl’s
Speed 30ft., swim 50ft., fly 30 ft. (hover) next turn. The divinotl dies only if it starts its turn with
0 hit points and doesn’t regenerate.
Innate Spellcasting. The divinotl's innate spellcasting
STR DEX CON INT WIS CHA ability is Charisma (spell save DC 14). The divinotl can
18(+4) 14(+2) 16(+3) 13(+1) 16(+3) 16(+3) innately cast the following spells, requiring no
components:
Saving throws Dex +5, Con +6, Wis +6 At will: detect evil and good, detect poison, purify food
Skills Insight +6, Perception +6 and drink
Damage resistances bludgeoning, piercing, and slashing 2/day each: bless, calm emotions, cure wounds, pass
from nonmagical attacks without trace
Damage immunities poison 1/day each: aura of purity, heal, banishment, zone of
Condition immunities poisoned, charmed truth
Senses darkvision 60 ft., passive Perception 16 Magic Resistance. The divinotl has advantage on saving
Languages celestial, common, sylvan, telepathy 120ft throws against spells and other magical effects.
Challenge 6 (2300 XP)
Actions
Amphibious. The divinotl can breathe air and water. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
Heart Sight. Just by looking at a creature, the divinotl target. Hit: 13 (2d8 + 4) piercing damage.
knows its current emotional state. Furthermore, using a Prismatic Bubble. Ranged Weapon Attack: +5 to hit,
bonus action the divinotl can force a creature to make a reach 30/120 ft., one target. Hit: 9 (2d8) radiant
DC 14 Charisma saving throw. On a failed save, the damage.
creature can't tell a lie while the divinotl looks directly
at it for the next hour. On a success, the creature is Healing Touch (3/Day). The divinotl touches another
immune to this effect for the next 24 hours. Celestials, creature with its tongue. The target magically regains
fiends, and undead automatically fail the saving throw. 20 (4d8 + 2) hit points and is freed from any curse,
disease, or poison.
Purifying Touch. All nonmagical creatures, fluids, and
organic substances that come in contact with the
divinotl is purified and rendered free of poison and
disease.

A Kamilotl's Lair Regional Effects


Kamilotl make their lair in swamps, the bottom of lakes, or The region containing a kamilotl's lair is warped by the
riverbanks. A kamilotl's resting place, however, is not easy to kamilot's magic, which creates one or more of the following
find. The lairs extend partially to a pocket within the ethereal effects:
plane. The kamilotl can travel at will between it's ethereal All bodies of water within 1 mile around the divinotls lair
hideout and the body of water it is connected to, but no other is purified and rid of any poison or diseases. Any
creature can enter without the kamilotl's approval. They purposeful corruption lasts no longer than 3 minutes.
share their lair with other creatures and help their When a good-aligned creature casts a spell or uses a
surroundings. The area around a kamilotl's lair is often a magical effect that causes another good-aligned creature
thriving ecosystem of very rare species. to regain hit points within the kamilotl's lair, the target
Lair actions regains the maximum number of hit points possible for
On initiative count 20 (losing initiative ties), the kamilotl takes the spell or effect.
a lair action to cause one of the following effects; the kamilotl With a thought (no action required), the divinotl can
can't use the same effect two rounds in a row: initiate a change in the water within its lair that takes
effect 1 minute later. It can change the flow of water and
The kamilotl magically teleports to a body of water within make the water as breathable and clear as air.
120 ft. of it. If the kamilotl dies, the purifying effects fade over the
The kamilotl casts the tidal wave spell twice on two course of 1 day.
different points within its lair.

8
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Kamilotl At will: detect evil and good, detect poison, purify food
and drink, calm emotions, dispel evil and good, , water
Huge celestial, chaotic good (50%), neutral good
breathing
(25%) or lawful good (25%)
3/day each: aura of purity, etherealness, greater
restoration, heal, mass cure wounds, pass without a
Armor Class 17 (Natural armor) trace, zone of truth
Hit Points 161 (14d12+60) 1/day each: banishment, control weather, plane shift
Speed 30ft., swim 60ft., fly 60 ft. (hover)
Magic Resistance. The kamilotl has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Actions
24(+7) 12(+1) 20(+5) 16(+3) 21(+5) 20(+5) Multiattack. The kamilotl makes three attacks: two with
it's Claws and one with it's Bite. It can use its swallow
Saving throws Dex +5, Con +9, Wis +9 instead of its bite.
Skills Insight +9, Perception +9
Damage resistances acid, fire, radiant Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Damage immunities poison target. Hit: 18 (2d10 + 7) piercing damage and 14
Condition immunities charmed, poisoned (3d8) radiant damage.
Senses darkvision 60 ft., passive Perception 19 Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Languages celestial, common, sylvan, telepathy 120ft one target. Hit: 14 (2d6 + 7) slashing damage and 14
Challenge 12 (8400 XP) (3d8) radiant damage.
Amphibious. The kamilotl can breathe air and water. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage and 14
Divine strikes. The kamilotl's weapon attacks are (3d8) radiant damage.
magical. When the kamilotl hits, it deals an extra 3d8 Iridescent Breath (Recharge 5-6). The kamilotl exhales a
radiant damage (included in the attack). stream of prismatic bubbles in a 90-foot line that is 5
Heart Sight. Just by looking at a creature, the kamilotl feet wide. Each creature in that line must make a DC 19
knows its current emotional state. Furthermore, using a Dexterity saving throw, taking 54 (12d8) radiant
bonus action the kamilotl can force a creature to make damage on a failed save, or half as much damage on a
a DC 14 Charisma saving throw. On a failed save, the successful one.
creature can't tell a lie while the kamilotl looks directly Healing Touch (3/Day). The kamilotl touches another
at it for the next hour. On a success, the creature is creature with its tongue. The target magically regains
immune to this effect for the next 24 hours. Celestials, 22 (4d8 + 2) hit points and is freed from any curse,
fiends, and undead automatically fail the saving throw. disease, or poison.
Legendary Resistance (3/Day). If the kamilotl fails a
saving throw, it can choose to succeed instead. Legendary Actions
Purifying Touch. All nonmagical creatures, fluids, and Lust can take 3 legendary actions, choosing from the
organic substances that come in contact with the options below. Only one legendary action option can
kamilotl is purified and rendered free of poison and be used at a time and only at the end of another creatu-
disease. re's turn. Lust regains spent legendary actions at the
start of his turn.
Innate Spellcasting. The kamilotl's innate spellcasting
ability is Charisma (spell save DC 17). The kamilotl can Detect. The kamilotl makes a Wisdom (Perception)
innately cast the following spells, requiring no check or a Wisdom (Insight) check.
components:
Tail Attack. The kamilotl makes a tail attack.

9
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Mush-Folk
Mush-folk are peaceful creatures, who are deeply attuned
with the forest and nature itself. Mush-folk are insectoids
who live in symbiosis with plants and fungi. Their tribes are
varied, being made up of all different kinds of insectoids, but
all joined together by the magic of nature surrounding them.
Many mush-folk revere the spirits of the forest. Even though
they are very peaceful creatures, they will defend their forest
with their lives if they have to.
Mush-Folk Template
A beast, humanoid, giant or insectoid can become a Mush-
Folk. It keeps ist statistics, except as follows.
Mush-Folk Shaman Damage Vulnerabilities. The Mush-Folk gain vulnerability
Small insectoid (beetlefolk), chaotic good to fire damage.
Resistances. The Mush-Folk gains resistance to poison
Armor Class 17 (natural armor) damage.
Hit Points 27 (5d8 + 5) Senses. The Mush-Folk gains darkvision with a radius of
Speed 25 ft. 60 feet.
Innate Spellcasting. The Mush-Folk's innate spellcasting
ability is Wisdom. It can cast the following spells, requiring
STR DEX CON INT WIS CHA no material components:
12 (+1) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) At will: druidcraft, animal friendship
1/week: commune with nature
Saving Throws Int +4, Wis +5 New Action: Spore Burst (Recharge 5-6). The Mush-Folk
Skills Medicine +4, Nature +3, Perception +4 can use an action to make a spore burst attack. This attack
Damage Vulnerabilities fire has different effects, chosen from the list below. A Mush-Folk
Damage Resistances poison can have multiple kinds of spore burst effects, at the DMs
Senses darkvision 60 ft., passive Perception 14 discretion. However this might boost the Challenge Rating of
Languages Common, Insect-Common, Beetle the creature. The DC made to avoid the spore burst effects is
Challenge 4 (1,100 XP) different depending on the creatures size, as shown in the
table below.
Innate Spellcasting. The Mush-Folk's innate
spellcasting ability is Wisdom. It can cast the Toxic Spores. The mush-folk ejects spores at one creature
following spells, requiring no material components: it can see within 5 feet of it. The target must succeed on a
At will: druidcraft, animal friendship
Constitution saving throw or be poisoned for 1 minute.
The target can repeat the saving throw at the end of each
1/week: commune with nature of its turns, ending the effect on itself on a success.
Paralyzing Spores. The mush-folk ejects spores at one
Actions creature it can see within 5 feet of it. The target must
Multiattack. The mush-folk makes two staff attacks. succeed on a Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw at the
Staff. Melee Weapon attack: +4 to hit, reach 5 ft., end of each of its turns, ending the effect on itself on a
one target. Hit: 5 (1d6+1) bludgeoning damage, 6 success.
(1d8+1) bludgeoning damage if wielded with two
hands.
Befriending Spores. The mush-folk ejects spores at one
creature it can see within 5 feet of it. The target must
Toxic Spores (Recharge 5-6). The mush-folk ejects succeed on a Constitution saving throw or be charmed for
spores at one creature it can see within 5 feet of it. 1 minute. The target can repeat the saving throw at the
The target must succeed on a Constitution saving end of each of its turns, ending the effect on itself on a
throw or be poisoned for 1 minute. The target can success.
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Size Save DC
Paralyzing Spores (Recharge 5-6). The mush-folk Tiny 10
ejects spores at one creature it can see within 5 feet
of it. The target must succeed on a Constitution Small 11
saving throw or be paralyzed for 1 minute. The Medium 12
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a Large 14
success. Huge 16
Gargantuan 18

10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Osax
Osax are a race of beetlefolk, that stalk the frozen tundras Osax
and icy mountain passes of Varzzen, feeding on everything Medium insectoid (beetlefolk), chaotic evil
they can get their claws on. Osax are adept to harsh and cold
environments and learned to survive on what little food they Armor Class 17 (natural armor)
can scavenge. However, if they come across travellers or Hit Points 22 (3d8+8)
settlements they don't hesitate to brutally assault them. Their Speed 30 ft.
jaws secrete a highly corrosive acid, which dissolves flesh and
bone for consumption. But even without the dangerous acid, STR DEX CON INT WIS CHA
their jaws are strong enough to crack skulls. Osax are known
for feasting on everything they can get their jaws into. After 16 (+3) 10 (+0) 18 (+4) 7 (-2) 10 (+0) 10 (+0)
an osax assault, only destroyed buildings and traces in the
snow are left behind. Skills Intimidation +2
Osax live in small groups of their kin, constantly wandering Damage Resistances cold
the cold tundras looking for food. Those hunting parties have Senses darkvision 60 ft., passive Perception 10
a very frail hierarchy and are led by the strongest of the Languages Beetle
group. However, if the leader isn't able to provide the group Challenge 1 (200 XP)
with food, they quickly become the meal themselves and
another one takes their place. Aggressive. As a bonus action, the osax can move up
Aside from the strength of their leader, only their shared to its speed towards a hostile creature that it can
belief keeps osax tribes from ripping themselves apart. Like see.
many beetlefolk, the Osax believe in an incarnation of Mairun Actions
as well, the Breaker of Bones.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d6+3) piercing damage plus 3
(1d4) acid damage.
Greatclub. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d8+3) bludgeoning damage.

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Osax Fist of Mairun Osax Chief
The Fists of Mairun are the god's clerics and bring the The chief of an osax tribe is it's strongest and most brutal
teachings of the Breaker of Bones to his followers. They member. The chief needs to prove themselves as the
aren't only skilled fighters, but also keen survivalists as well mightiest osax on a daily basis, as well as securing food and
and often function as advisors to the chief of their tribe. shelter for his tribe. If the chief can't provide, another one will
The Sacrifice. When times are dire for the tribe, the Fists rise to take their place instead.
of Mairun may perform a ritual known as the Sacrifice. In an Crushing Force. The mightiest leaders can gain blessings
astonishingly peaceful manner, the cleric offers up their body by the Breaker of Bones himself. Through their god's
to the tribe for consumption so it can survive. Those that guidance, their hits seem to be empowered, breaking through
survive this ritual bear the scars and lost limbs with pride, for armour and chitin alike with ease.
it is the noblest deed an osax can perform for their tribe.

Osax Chief
Osax Fist of Mairun Medium insectoid (beetlefolk), chaotic evil
Medium insectoid (beetlefolk), chaotic evil
Armor Class 17 (natural armor)
Armor Class 17 (natural armor) Hit Points 94 (11d8 + 44)
Hit Points 22 (3d8+8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1)
16 (+3) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 12 (+1)
Saving Throws Str +6, Con +6, Wis +4
Skills Nature +1, Religion +3, Survival +3 Skills Intimidation +3
Damage Resistances cold Damage Resistances cold
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 10
Languages Beetle Languages Beetle
Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the osax can move up Aggressive. As a bonus action, the osax can move up
to its speed towards a hostile creature that it can to its speed towards a hostile creature that it can
see. see.
Spellcasting. The osax is a 3rd-level spellcaster. Its Bone Breaker's Blessing. The osax scores a critical hit
spellcasting ability is Wisdom (spell save DC 11, +3 with a melee weapon attack on a 19 or 20.
to hit with spell attacks). The osax has the following
spells prepared: Actions
Cantrips (at will): guidance, sacred flame, Multiattack. The osax makes two attacks with its
thaumaturgy greataxe. It can substitute one greataxe attack for a
1st level (4 slots): bane, inflict wounds bite attack.
2nd level (2 slots): enhance ability, hold person
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Actions one target. Hit: 7 (1d6+3) piercing damage plus 3
(1d4) acid damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d6+3) piercing damage plus 3 Greataxe. Melee Weapon Attack: +6 to hit, reach 5
(1d4) acid damage. ft., one target. Hit: 11 (1d12+4) slashing damage.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
Sacrifice. The osax can sacrifice its own flesh to feed
one member of its tribe. The osax heal any number
of hit points of another osax within 5 feet of it,
taking damage equal to the hit points healed.
Additionally, the healed creature gains advantage on
attack rolls until the end of its next turn.

12
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Osor
Once in a while, a large osax is born, with extremely thick Osor
chitin, huge pincers, and a maul-like appendage instead of a Large insectoid (beetlefolk), chaotic evil
hand. These creatures are called Osor. These creatures are
seen as blessed by the Breaker of Bones, even as made in his
image. Osors are mighty creatures and most times the Armor Class 20 (natural armor)
strongest members in their tribe, towering over the other Hit Points 65 (7d10 + 28)
osax. However, they aren't the smartest, so a more cunning Speed 40 ft.
osax chief will often employ an osor as their bodyguard to
strengthen their position in the tribe. STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 8 (-1)

Skills Athletics +7, Intimidation +1


Damage Resistances cold
Senses darkvision 60 ft., passive Perception 9
Languages Beetle
Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the osor can move up


to its speed towards a hostile creature that it can
see.
Bone Breaker's Blessing. The osax scores a critical hit
with a melee weapon attack on a 19 or 20.
Siege Monster. The osor deals double damage to
objects and structures.
Actions
Multiattack. The osor makes two attacks: one with
its bash and one with its bite.
Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) bludgeoning damage
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage plus
5 (2d4) acid damage

13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thunder Scarabs
Thunder scarabs gain their name from the sonic boom heard
when this monstrous insect goes into a full sprint. Thunder
scarabs are large hulking insects with two giant claws as
front legs. They have thunder organs in these claws that
allow them to move at extreme speeds if necessary.
Furthermore, the large horn on its head stores electricity,
which it can release in the form of a lightning bolt.
Vain Predators. Thunder scarabs are very intelligent
predators that stalk the rainforests of Insectopia.
They have a reputation for being notoriously vain. They
believe themselves to be the absolute apex predators of
their domains and seem to find joy in toying with their prey
to show their superiority. As such they do not only hunt for
food but also sport. They especially enjoy chasing their
prey for hours, even though they could catch them easily.
Their vanity is also the reason for their solitary lives.
Two thunder scarabs will only come together to mate
and won't tolerate another one of their kind in their
hunting grounds. If two thunder scarabs occupy the
same area, they will fight to the death.
Persistent Grudges. Thunder scarabs are
exceptionally bad losers. A thunder scarab forced to flee
from a fight it will scheme its revenge while licking its
wounds. Thunder scarabs remember creatures that
wounded them, tracking them down relentlessly and won't
stop until they are slain.

Thunder Scarab Additionally, each creature that is within 5 feet of the


thunder scarab when it uses it's Dash action has to
Large monstrosity, chaotic neutral
succeed on a DC 14 Constitution saving throw, or take
5 (2d4) thunder damage and is deafened until the end
Armor Class 16 (natural armor) of it's next turn.
Hit Points 120 (16d10 + 32)
Speed 60 ft. Actions
Multiattack. The thunder scarab makes three attacks:
one with its bite and two with its claws.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 16 (+3) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 17 (3d10 + 2) slashing damage.
Saving Throws Dex +6, Wis +4, Cha +6 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills Perception +4 target. Hit: 14 (2d10 + 4) slashing damage plus 5
Damage Resistances lightning (2d4) thunder damage.
Senses darkvision 60 ft., tremorsense 60 ft., passive Horned lightning (recharge 5-6). The thunder scarab
Perception 11 creates three bolts of lightning to strike creatures
Languages understands Insect-Common, but can't within 60 feet of it. A struck creature must make a DC
speak it 15 Dexterity saving throw, taking 28 (8d6) lightning
Challenge 8 (3,900 XP) damage on a failed save, or half as much damage on a
successful one. A creature can be affected by the
Standing Leap. The thunder scarab’s long jump is up to lightning bolts only once.
25 feet and its high jump is up to 15 feet, with or
without a running start. Reactions
Thunderous Dash. When the thunder scarab uses it's Lightning rod. When the thunder scarab is subjected to
action to Dash, it doesn't provoke opportunity attacks lightning damage, it can absorb the attack through its
while using the extra movement. horn, negating any damage the attack would have dealt.
Additionally, if the thunder scarab negates an attack in
this way, it's horned lighting abiliy recharges instantly.

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credits
Axolotl (Divinolotl) drawn by constellationarts
Chinese dragon (Kamilotl) by Yuuki morita
(Mush-Folk, Osax, Osor, Thunder Scarab) by
Thiago Lehmann

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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