Insectare
Medium Monstrous Humanoid
Hit Dice: 3d8 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft.
AC: 19 (+1 Dex, +8 Natural)
Attacks: Slam +3 or by weapon, Antenna -2
Damage: Slam 1d8, Antenna 1d2 or by weapon
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 11, Dex 12, Con 10, Int 13, Wis 11, Cha 14
Skills: Bluff +5, Disguise +11*, Gather Information +10*, Hide +11*
Feats: Improved Disarm, Improved Trip, Skill Focus (Disguise)
Climate/Terrain: Any
Organization: Group (2–12)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class

    Insectare are a humanoid race that look like elves with two exceptions, one they have two eight-foot antennae that sprout from behind their elven ears and lime-green skin. They are creative when it comes to concealing thier antennae underneath thier clothing. The use of cosmetics is useful for concealing thier lime-green skin. If someone makes an spot check DC 22 they will noticed that the insectare eyes are slightly multifaceted, distance and poor lighting can make this spot check more difficult.
    Insectare can communicate with each other by touching their antennae together. They also speak Insectoid (there native tongue), Common and Elvish.

    Combat: Insectare are ruthless in battle. Once a fight has begun, they never give up until the enemy is completely defeated. They chase fleeing foes to exact surrender, and they execute survivors who refuse surrender. Insectare use a long sword and their two antennae, which attack as whips (1d2 damage). Often, one antenna tries to grab the opponent's weapon hand while the other antenna and sword attack.
    In combat, the insectare's chitinous exoskeleton provides an Armor Class equivalent to plate mail, without restricting movement. The exoskeleton has no known weak points. Insectare wizards jealously guard their magic, relying on their martial skills to bring them through a battle. The insectare obviously have magical ability, since they can spelljam, but the limits of insectare power remain unknown. Insectare wizards never reveal information without overwhelming reason. (The threat of death doesn't qualify.)

    Improved Grab (Ex): To use this ability, the Insectare must hit with an attack. If it gets a hold it can attempt to trip the opponent or otherwise harrass the opponent.

    Skills: Insectares have a +5 racial bonus to Hide, Gather Information and Disguise checks.

Insectare Priest
    Insectare priests rarely leave their homeworld, for they prefer not to venture far from Klikral. If a priest is found offworld, its mission must be highly important to the insectare race. Klikral grants access to the following domains: earth, insect, law and trickery.
    Unlike other insectare, priests have normal humanoid eyes. No explanation has been found for this difference. The symbol of one multifaceted eye with two antennae off the two corners means that the owner or creator is an insectare wizard, fighter, or thief; a similar symbol, with a regular eye and two antennae, represents an insectare priest. These two symbols, obviously signatures of some sort, appear on stolen insectare documents.

In the Spheres
    The insectare's goal is to rule the spaceways, but they wage this campaign subtly, trying to play one race against another. While instigating these problems, the insectare try to stay in the background. Insectares keep existance of thier world of Klikral a secret from all other races. If an interloper was found to have knowledge of thier world, they would first interrogate the prisoner then publicly execute him or her. Insectare do not believe in keeping prisoners.
    The Insectare travel space in their own distinctive ship, the klicklikak. The sleek ship resembles a grasshopper head with two long antennae trailing behind it. The name means "service to Kli-kral".


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©2002 Wizards of the Coast, Inc.

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Insectare, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Insectare ©2002, Flits3
Image by Ron Pollard
Original Source: Monstrous Compendium #7