Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft., fly (special)
AC: 14 (+1 size, +3 Dex)
Attacks: 2 claw +4 melee
Damage: claw 1d3-1
Face/Reach: 5ft. x 5ft. / 5ft.
Special Qualities: Darkvision 60ft., blink (limited), insect dependent traits
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 8, Dex 16, Con 12, Int 11, Wis 8, Cha 9
Skills: non-classed entolithes have 22 skill points
Feats: Weapon Finesse (claw)
Climate/Terrain: any, except cold
Organization: solitary, pair, crew (3-6), nest (7-30), tribe (31+)
Challenge Rating: 2
Treasure: equipment, if any.
Alignment: often chaotic neutral
Advancement: by character class
Entolithes are a race of insect-like beings that originated from several small monstrous insects becoming infused with an intellectual being, possibly a wandering spirit. Most entolithes have developed a method of walking upright, usually through physiological and anatomical morphogenic changes. They are not specifically one type of insect, but rather can have the appearance of almost any insect. The insect in which they originate from dictates their primary climate, societal superstructure, and more distinct name.
As the race has advanced and grown in numbers, other humanoid races have found how delicious entolithian steaks are. The steaks are obtained from the muscles of the chest, arms, and bipedal developed legs. Entolithes do not encourage the furthering of this knowledge, and thus some tribes/hives can be quite militant to strangers.
Here is a list, not inclusive of all insects, but rather many of the primary ones.
Earwig/Dermapts/dry and underground
Mayflies/Ephemers/temperate, near aquatic
Ants/Bees/Wasps/Hymenopterans/all but cold
Most entolithes are pacifistic in their everyday life, but when threatened can prove to be quite worthy opponents. If their tribe or hive is threatened, a brute force within the group is mounted against the attackers.
Blink (Su): Roughly 5% of the entolithian population, have the ability to blink much like a blink dog. Once a day, the entolith may blink as the spell cast by a 6th level sorcerer, and can evoke and end the ability as a free action.
Insect Dependent Bonus: If the insect from which they originate cannot fly, neither can the entolith, but if they can, they gain fly 30ft. (average) as a movement.
Changes from the generic entolith:
Coleopterans: +2 Str, -4 Dex, +2 Con, -2 Int, +2 natural armor, favored class fighter
Dermapts: +2 Int, +2 Wis, +2 Cha, gain pincher as natural weapon 1d6 damage, favored class rogue
Ephemers: +2 Dex, -2 Con, fly speed increased to 60ft., favored class sorcerer
Odonates: size increases to medium, fly speed increases to 60ft. perfect, favored class monk/ranger
Homopterns: size increases to medium, +8 racial bonus to jump, favored class monk
Dipterans: size decreases to tiny, +2 Int, +2 Cha, fly speed increase to 50ft. perfect, favored class rogue
Lepidopterons: size increases to medium, +2 Int, +2 Wis, +4 Cha, fly speed 60ft. clumsy, favored class sorcerer
Hymenopterans (ants): +4 Str, -2 Dex, +2 Con, -2 Int, Endurance feat free, favored class fighter/cleric
Hymenopterans (bees/wasp): +2 Dex, +2 Con, +2 Wis, gains a sting attack and poison, sting 1d4 + 1d3 temporary Con damage, favored class cleric
Hemipters: +2 Con, +2 Int, +2 Cha, favored class wizard
Within in each specific group of entolithes, the societal structure is dictated by the structure on the insect variety. Most organized entolithian settlements are centered around a single, highly defendable large meeting place.
An entolithes do not favor one class over another, as the imbuing spirits were so widely ranged in their professions, and the temperaments of the insects vary. However, leaders are often the strongest, most intelligent, wisest, and most charismatic members of their society, dependent on the insect type. Entolithian clerics worship their god, Arthrodes (arth-row-des), and can choose from the cleric domains of Animal, Plant, or Protection.