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Apidite

Ability Score Increase +1 intelligence, +2 to either Constitution (Bastion), Dexterity (Striker), or Charisma (Diplomat).
Size Medium
Speed 30

Alignment: Due to their militaristic society, most tend towards lawful, and tend to go either evil or neutral.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Weak Wings: Your wings weren’t made for flight, as they aren’t strong enough to lift you. Instead, they aid you in jumping long distances. You do not need to move 10 feet to do a long jump or a high jump. Also, when determining the distance, you can jump with a long jump or a high jump, you may add a number of feet equal to your Dexterity modifier. Your wings also helps you land safely from a fall up to 30 feet.   Stinger: Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Languages: You can read, write, and speak Common and Sylvan.   Subrace: You may pick one from Striker, Bastion, and Diplomat.     Striker   Ability Score Increase: Your Dexterity score increases by 2.   Stealthy: You are proficient in the Stealth skill.   Agile Scouts: Your base walking increase by 5 feet.   Accurate Stinger: Your Stinger is treated as if it was a weapon with the finesse trait. It also deals an extra 1d4 poison damage     Bastion   Ability Score Increase: Your Constitution score increases by 2.   Natural Athlete: You have proficiency with the Athletics skill.   Hardened Exoskeleton: When you aren't wearing armor, or if your armor would provide a lower Armor Class, your Armor Class is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Powerful Build: You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.     Diplomat   Ability Score Increase: Your Charisma score increases by 2.   Natural Charm: You are proficient in the Persuasion skill.   Monarch's Authority: You know the friends cantrip. When you reach 3rd level, you can cast command spell once per day with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast suggestion spell once per day with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells   Extra Language: You learn one extra language of your choice.
 

Languages. Common and Sylvan


Created by

Goliathgm.

Statblock Type

Race

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