Chrysalids (16 RP)

## Physical Description

Overall Chrysalid-sapias Carry a very striking appearance, with a wide ranging variety due to the chaotic makeup of their genetics, bloodlines, and regional adaptations. No matter what, they will bear an unmistakable insect-like resemblance, whether that is more of an ant, a wasp or even a moth depends on their descendance.

While Chrysalid-Sapias do come in a wide range, some of the most prominent varieties are; Antlion, known for their tough hides with a typical yellow, to orange carapace with sharp protruding mandibles and a toughened claws. Appearing sharply ant like, however bi-pedal with a more rigid carapace.; Mothren, although quite rare their beauty and mesmerizing appearance, can entrance many, typical in appearance to that of moths, the patterns their wings show are quite brilliant. Their appearances tend to be quite alluring.; Mantoid, probably the mostly objectively disgusting of the Chrysalid-Sapia species, they are the most disturbing in appearance compared to their cousins, and hold the strongest relation to their ancestry compared to the other bloodlines. Almost the least humanoid of the three major bloodlines, they can be easily compared to standard Chrysalids.

Random Starting Ages

Age Ranges

Weight & Height
 Female

## History

Chrysalid-Sapia are not of natural origin, they came about when an Elder-Chrysalid-Queen sought a way to transcend her aging body into a greater and more suitable form that would not continue reinforce her instincts compelling her to die and produce the precious queen jelly that is coveted among the more intelligent members of the Chrysalid colonies. Tasking the un-witting soldiers to seek out test-subjects for her to toy with and experiment upon, treating certain eggs and slowly propagating a strain of eggs that began to integrate the genetics of their hosts, until finally the Mantoids came into existence, at first she would recycle the biomass of these creatures, and she tried to tweak and push them further. Eventually a mutation formed and pushed them forward over the bridge into sentience, and when she tried to recycle their biomass they put forth a futile resistance, however this fight managed to allow dozens of the Mantoids to escape the queen's clutches.

The Queen would continue her research and ultimately fail after she passed. The primitive mantoid packs that managed to escape would spread far and wide and while some would try and integrate, others formed their own colonies and hives. As time passed, the Chrysalids would loose their primitive frames as they slowly evolved into the three separate bloodlines.

## Temparent & Behavious

Chrysalid-Sapias, can range in divergent manners, and some can acquire an estranged taste easily enough for predation on other humanoids. However, many are not like this and try and form their own colonies to the best of their ability away from the rest of civilization. While others do their best to integrate and lead normal lives among standard society. Chrysalid-Sapias find it easy enough to form long lasting bonds, when they are not of the depraved variety. Chrysalid-Sapia are usually guided by their strong instincts, though in some odd cases they are able to resist these impulses entirely and forego this temperament entirely.

Chrysalid-Sapias are a tragic species, forced to incubate their eggs inside a living warm humanoid body in order to prolong the existence of the species; however a select few choose to bear the responsibility to bring the young to fruition inside their own bodies, which results in their inevitable death. While it is possible for the Chrysalid-Sapias to incubate inside deceased corpses, however it is more than likely that malignancies will form and kill them while they are gestating. Yet there are those insidious enough to kidnap and implant their eggs inside their victims and then let them go and travel whilst the young grow inside later to roam free after devouring the victims corpse, forced out on their own.

## Adventurers

Often times Chrysalid-Sapias will wander out from their tribe, searching for meaning, or looking for a means to gather strength and potentially start their own hive. Other times they could be banished, for violating the hives strict traditions and laws, other times a more depraved side overcomes them as they seek to prey on the un-suspecting of the civilized world. Typically they embody the natural strength of their bodies and use it to their advantage, but in other cases, they merely use it as a supplement to path's they desire to take.

## Racial Traits (16 Rp)

**Type:** Monstrous Humanoids (3 RP)
Chrysalids are monstrous humanoids with the Chysalis subtype.

**Size:** Chysalids are medium creatures and thus have no bonuses or penalties due to their size. (0 RP)

**Base Speed**: Chysalids have a base speed of 30 feet (0 RP)

#### **Senses Racial Traits**

**Darkvision:** Chysalids see perfectly in the dark up to 60 feet

Chrysalid-Sapia come in Various shapes and sizes, and as such have a diverse set of abilities, though most have a strong and hardy body. Other kinds are of a weaker body.

#### Table: Variant Chysalid-Sapia Bloodlines

Chrysalid-Sapia Bloodlines
Flexible (2 RP)
 Mothren
 Mantoid

## The Antlion Bloodline

### Standard Racial Traits

**Ability Score Modifiers:** +2 Str, +2 Con

#### **Defense Racial Traits**

**Climatization (2 RP)** Antlion's Exo-Skeletons adapt incredibly well to the environment they've been placed into, allowing their flexibly growing body to develop strong defensive instincts in certain types of terrain, better manipulating it to their advantage. Mantoids gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation and cannot be changed.

**Tough Chitin & Interlocking Plates (3 RP)** Antlion's have a tough Carapace that protects their bodies whilst underneath that there are a series of complex interlocking plates of chitin that distribute the force of blows and lessen their overall shock granting them a +2 natural armor bonus.

#### **Feat and Skill Racial Traits**

**Natural Predator (2 RP):** Antlion's are natural endurance predator's, and as such have a fairly strong instincts when it comes to finding and tracking down prey. Antlions receive a +2 Racial Bonus to Survival checks, and Survival is always a class skill.

#### **Offense Racial Traits**

**Mandibles (1 RP)** Due to their muscular structure, Antlion's have a powerful jaw and gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

**Mantis Claws (2 RP)** With strong fore-spike limbs, Mantis Chysalids receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size (1d4 for medium creatures)

#### **Movement Racial Traits**

**Insect Agility (1 RP)** Antlion's gain a +10 foot bonus movement speed as while they have a rigid exoskeleton, this does not hamper their ability to move as the exo-skeleton allows the musculature to demonstrate more of their strength when it comes to sudden bursts of speed.

## The Mothren Bloodline

### Standard Racial Traits

**Ability Score Modifiers** +2 Dex, +2 Cha

**Tough Chitin (2 Rp):** Mothren posses a firm exoskeleton that helps to protect their body granting them a +1 Natural Armor Bonus.

#### **Feat and Skill Racial Traits**

**Force of Personality (2 RP)** Mothren have developed a strong urge to communicate, and socialize with other races, coming to bear with such a strong charisma, others find it hard to become disagreeable with a Mothren. Members of this race gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks. In addition when members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.

#### **Magical Racial Traits**

**Entrancing Pheromones (2 RP)** The Mothren have developed in a very divergent way compared to the rest of their kind, having become strongly apt at, 'enchanting' humanoid and other creatures alike. Members of this race add +1 to racial bonus the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Charisma score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level):
**1/day**—charm person

**Object of Desire (1 RP)** Seemingly adapting within standard humanoid society, Mothren have developed a more favored appearance towards the races around them, though this is helped by the alluring aura they seem to generate. Members of this race add +1 racial bonus to their caster level when casting charm person and charm monster

#### **Movement Racial Traits**

**Membranous Wings (4 rp)** Mothren wings are distinctively and beautiful patterned, yet they are not just for display, as they hold the ability to carry them aloft in the air. Members of this race have a natural fly speed of 30 feet with Clumsy Maneuverability.

## The Mantoid Bloodline

### Standard Racial Traits

**Ability Score Modifiers** +2 Dex, +2 Int

#### **Feat and skill racial Traits**

**Inherent Hunter (1 RP):** Mantoids are naturally stealthy and perceptive creatures, stalking prey or other humanoids at night has lead to innate development in some of these creatures. Perception and Stealth are always class skills for members of this race.

#### **Offense Racial Traits**

**Mandibles (1 RP):** Mantoid come armed with sharp mandibles, ready to track and hunt down their prey for whatever needs they may hold. Mantoids gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

#### **Movement Racial Traits**

**Membranous Wings (4 RP):** Mantoids wings are generally transparent with a reflective surface to them. Members of this race have a natural fly speed of 30 feet with Clumsy Maneuverability.

**Insect Agility (1 RP):** Mantoids gain a +10 foot bonus to their base speed as they are exceptionally fast and able to shift their direction at a moment's notice.

#### **Senses Racial Traits**

**Sensitive Antanae (4 RP):** Mantoids, are ancestrally strong bloodline, and as such have powerful olfactory receptors on the tips of their antennae. Chysalids of this species gain the scent ability.

## Alternate Racial Traits

**Faulty Wings** **(4 rp):** Some Chrysalids are born with defunct wings no longer able to keep themselves in the air, but still allow them to glide from high places. This defect has made them incredibly more reliant on their legs, and as a result they have vastly greater speeds. Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces Membranous Wings

**Venom Glands (1 Rp):** Some Chrysalids have developed especially dangerous venom that they can apply to their weapons. They secrete this venom from specialized venom sacks inside their mouth, this paralytic venom can be very deadly to them. Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic venom. Applying venom in this way is a swift action.

**Paralytic Venom**: Injury; save Fort DC 10 + 1/2 The Chyrsalid's Hit Dice plus it's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity Damage; cure 1 save. This racial trait replaces the bite natural attack.

**Strong Vitality (2 Rp):** Antlion's aren't always known for their keen adaptability, sometimes they can be known for their strong vitality and resistance to the parasites that latch onto their hives. Members of this race gain a +4 racial bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces Climatization.

**Hynoptic Charm (5 rp):** Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse. Members of this race gain the following supernatural ability (the caster level is equal to the user’s character level): Chrysalids with a Charisma score of 11 or higher gain the following Spell-like ability: 1/day Hypnotism (This effects last only 1 round) This racial trait replaces: Mantoid Variation(Sensitive Antanae, Insect Agility).

**Lofty Wings (6 Rp):** A rare, and quite beautiful mutation among the chrysalid population, as their wings grow and super-cede their small and petite origins. Growing out into strong and broad wings. Creatures with this racial trait has a natural fly speed of 40 feet (Poor.) This Racial Trait replaces Mantoid (Membranous Wings, Inherent Hunter, Insect Agility), Mothren (Membranous Wings, Tough Chitin)

**Mother's Gift (1 RP):** The Queen's early alterations to the Chrysalids had left some subtle traces, that allowed them to develop their mental prowess.
Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This replaces their bite natural attack