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Micidian

Formerly known as, and in part based on, the Formian race from Dungeons & Dragons. Another source of inspiration is the Ant-Morph race in the game Corruption of Champions.

Basic Information

Anatomy

Micidians are a species of bipedal insectoid creatures that stand about 6 feet tall and weigh about 110 pounds. They have two arms and stand on four legs, and their faces feature large black eyes, antennae, and sharp mandibles. Their bodies are covered with a smooth, segmented chitin carapace that can be black, red, or brown. It is common for Micidians to carve their carapace with notations or depictions of their notable achievements.

Genetics and Reproduction

Micidians reproduce through a process known as "swarming," in which a group of males mate with a single female, the queen. After fertilization, the queen lays a clutch of eggs, typically numbering in the hundreds, which are carefully tended by the colony's workers. The eggs hatch after several months, and the young emerge as larvae, small and vulnerable.

Growth Rate & Stages

The larval stage of a Micidian's life lasts about five years, during which time it undergoes several molts, growing larger and stronger with each one. The workers of the colony are responsible for feeding and caring for the young, providing them with the nutrients they need to grow and develop. As they near the end of their larval stage, the young micidians begin to develop their characteristic carapace, which hardens and darkens over time.   Once the larval stage is complete, the micidian enters the pupal stage, which lasts about ten years. During this time, the Micidian undergoes a metamorphosis similar to that of a butterfly, transforming from a soft-bodied larva into a fully formed, bipedal insectoid creature. After emerging from the pupal stage, the Micidian is considered an adult and is assigned to a caste within the colony.   The average lifespan of a Micidian adult is around 60 years, although healthy and well cared for individuals can live twice as long. During this time, they work tirelessly to support the colony, gathering food and resources, defending the hive from intruders, and caring for their young. As they age, their physical abilities begin to decline, but they become more connected to the hive mind, providing guidance and wisdom to younger Micidians.   At the end of their lifespan, a Micidian will usually die of old age or disease. Micidian reproduction is a slow and deliberate process, with the colony carefully controlling the number of young produced to ensure that resources are not overtaxed. As a result, the Micidian population remains relatively stable, with little fluctuation from year to year if there has been no territorial expansion.

Ecology and Habitats

Micidians are naturally adapted to living underground, and their preferred environment is one of subterranean tunnels and caverns. They are highly skilled at tunneling through rock and soil, and their colonies are often vast and labyrinthine. Micidians have little need for light, as they rely on their antennae to navigate their underground homes.   Micidians interact with their environment in a variety of ways. They harvest resources from the soil and rocks, and dig tunnels and chambers. They also engage in agriculture, growing mushrooms and other subterranean crops to sustain their colonies. Micidians are also skilled hunters, often venturing to the surface to gather food from the plants and animals that live there.

Behaviour

Micidians have a strong sense of community, and their society is highly organized. They have a strong sense of duty and honor, and are not easily swayed from their beliefs. Micidians can be fiercely loyal to their own kind and to their queen. Micidian workers and warriors are numerous and serve their colonies, often at great personal risk.

Additional Information

Perception and Sensory Capabilities

Originating from the underworld and adapted to its darkness, Micidians have excellent vision in pitch-black conditions. However, their eyes have a slow rate of adjustment to changes in brightness. As a result, sudden increases in light intensity can cause temporary blindness.

Civilization and Culture

Culture and Cultural Heritage

Micidian society is a highly organized and hierarchical matriarchy. While the queen of each colony has theoretical independence and absolute rule, alliances and deference between different colonies are common, with less powerful colonies often submitting to more powerful matriarchs. A single colony may have hundreds of worker and warrior Micidians, while larger colonies may number in the tens of thousands, with complex tunnel systems of interwoven corridors covering hundreds of square miles on the surface alone.

Common Customs, Traditions and Rituals

Micidians have a strong instinct to expand and proliferate, which often leads to conflicts with neighboring civilizations. While they believe in their right to annex new territories, they have no tolerance for others moving into their own. The Micidians fiercely defend the land surrounding their colonies, as much of their food supply comes from surface farming and hunting. However, intruders often enter Micidian territory unknowingly, as their entrances are hidden and the land above their colonies appears uninhabited. Micidians prefer to harvest fruits and berries in a way that leaves the land undisturbed.

Interspecies Relations and Assumptions

The Micidians' expansionist tendencies have led to strained relations with many other races, especially the Dwarves and Culatans. Dwarves and Micidians often stumble upon each other as they expand their territories underground. On the other hand, the Culatan and Micidian hive minds give each race advance warning of the other's presence. Nevertheless, the Micidians continue to attempt to expand into Culatan territory and will claim it by right of conquest.
Lifespan
70 years
Average Height
65 to 80 inches
Average Weight
95 to 125 lbs

Micidian

Micidian Racial Traits


Micidians are humanoids with the insectoid subtype. All Micidians have the following traits:
Abilities: +2 Strength, +2 Constitution, -2 Charisma
Medium Size: Micidians are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Micidians have a base speed of 30 feet.
Burrow Speed: Micidians have a burrow speed of 20 feet.
Armored (Ex): A Micidian’s natural chitin armor grants them a +1 racial bonus to natural armor.
Darkvision 60 ft. (Ex): Micidians can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. A Micidian cannot discern colour in darkness, only shades of gray.
Cave Dweller (Ex): Micidians have a +4 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Peerless Bearer (Ex): Micidians are able to bear remarkable burdens for their size. They have a +5 racial bonus to Strength when calculating the effects of encumbrance. This effect stacks with the weight multiplier bonus from being a Quadruped.
Able Assistant (Ex): When a micidian succeeds at an aid another check or attack roll that aids another, it grants a +4 bonus on the skill check, on the attack roll, or to AC instead of the normal +2.
Stubborn (Ex): Micidians a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a micidian fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the micidian has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Light Blindness (Ex): Micidians are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. They are dazzled as long as they remain in areas of bright light and take a -2 penalty to saves against spells with the light descriptor.
Quadruped (Ex): Micidians possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. Their carrying capacity is 50% greater than that of non-quadrupeds of the same size.
Languages: Micidians begin play speaking Common and Terran. A micidian with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Goblin, Halfling, Sylvan and Undercommon.

Alternate Racial Traits


Expert Climber (Ex): Some micidians are dedicated to scavenging above the ground rather than digging beneath it and have become quite adept climbers as a result. These micidians have a climb speed of 30 ft. and are treated as being constantly under the effects of a non-magical spider climb spell, save that they cannot cling to smooth surfaces. This also grants them a +16 racial bonus to climb (counting the +8 from their climb speed). This trait replaces the burrow speed, cave dweller, and able assistant racial traits.

Favored Class Options


The following options are available to all micidian who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 (minimum 0) whenever the object is struck by the brawler’s unarmed strike.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip attempt.
Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
Investigator: Gain a +1/4 bonus on Perception checks when underground and a +1/2 bonus to the investigator’s trap sense ability regarding stone traps.
Kineticist: Add 1/3 point of damage to earth element blasts that deal damage.
Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has at least a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.

 

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