Dromite
Dromites are hive-dwelling, insect-like humanoids that harmoniously work within their clan, specializing in important tasks to maintain the hive’s wellbeing. Individually, a dromite’s contributions seem inconsequential, but the sum total of the efforts of all members of the hive is truly magnificent.
Cast Society. Dromites have a rigid caste system based on contributions to the hive. Each caste is equal, as it serves a vital role to the hive, as dromites don’t believe in hierarchy outside the leadership of the Grand Queen. The castes are arranged based on guiding principles. The Fire Caste is made up of those fueled by passion, which take up arms to defend the hive or scout for dangers or resources. The Ice Caste is comprised of analytical thinkers that plan overarching strategies for the hive as well as meeting at hives crafting needs. The Voice Caste contains the more social dromites, which delight in performance and interacting with others, consequentially fulfilling the hive’s diplomatic function. The Glimmer Caste’s members are always on the move, providing the hive’s courier service as well as operating as merchants and explorers.
Industrious. Dromites lead productive lives to ensure not only that the hive thrives, but that their fellow dromites are cared for and live well. When a problem arises, dromites are quick to form groups tasked to develop solutions, and expertly execute complex strategies seamlessly.
Hiveminded. All dromites of a hive are mentally linked to each other through a hivemind, allowing members to telepathically communicate with one another. This level of communication is the key to dromites coordination.
Artisans. As a whole, dromites are intricate builders, leveraging the strengths of each caste to create beautiful works in architecture, handicrafts, and entertainment. When constructing items, dromites band together to specialize in each facet, so that the final work is immaculate.
Grand Queen. Leading each hive is the Grand Queen, a female dromite that is the mother of all the dromites. She is aided by the Elected Consort, a dromite selected by the hive to serve as her second. The Grand Queen is treated as if divine, and the Elected Consort is her herald, and in a way serve as god and high priest to the otherwise secular dromites. When the Grand Queen’s time has come she selects a new queen from the young dromites who will develop the necessary characteristics to serve as queen of the hive.
Dromite Hivewatcher
These dromites are tasked with protecting the hive. They act was guards and soldiers, working in conjunction with each other and other dromites tasked with defense and war as well as evacuation and bunkering.
They will split into squads when practical with some squads focused on limiting enemy movement, others acting as barriers, and the remainder focused on eliminating the threats systematically. At a moment, these roles can change thanks to the hivemind.
Dromite Taskdirector
Certain dromites fulfill managerial roles, focusing their efforts to coordinate other dromites. The taskdirectors are always busy, even when they seem idle, as they process the requests and situation updates from the dromites under their direction and other taskdirectors.
Dromite Wayfinder
A wayfinder serves as an advanced scout to locate water and valuables, as well as to navigate new paths and leave scent trails for hive members to follow.
In battle, the wayfinder prefers to support its allies by using its telepathic powers to empower its allies or to disrupt its enemies.
Dromite Hivewatcher
Small humanoid, typically lawful neutral
Armor Class 17 (natural armor, shield)
Hit Points 52 (8d6 +24)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Athletics +6
Senses blindsight 30 ft., passive Perception 11
Languages Common, Terran
Challenge 2 (450 XP) Proficiency Bonus +3
Hivemind. The dromite can communicate with other dromites via telepathy up to 300 feet. Additionally, the dromite has advantage on attack rolls against a creature if at least one other dromite is within 5 feet of the creature and isn’t incapacitated.
Keen Smell. The dromite has advantage on Wisdom checks that rely on smell.
Power Manifesting. The dromite is a 4th-level manifester. Its manifesting ability is Charisma (power save DC 13, +5 to hit with power attacks). It has 9 power points to spend on the following powers: ectoplasmic creation, kinetic barrier, suspension.
Actions
Multiattack. The dromite makes two spear attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d4 + 3) piercing damage if used with two hands to make a melee attack.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Dromite Taskdirector
Small humanoid, typically lawful neutral
Armor Class 15 (natural armor)
Hit Points 60 (11d6 +22)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
14 (+2)
CHA
19 (+4)
Skills Perception +5
Senses blindsight 30 ft., passive Perception 15
Languages Common, Terran
Challenge 2 (450 XP) Proficiency Bonus +3
Hivemind. The dromite can communicate with other dromites via telepathy up to 300 feet. Additionally, the dromite has advantage on attack rolls against a creature if at least one other dromite is within 5 feet of the creature and isn’t incapacitated.
Keen Smell. The dromite has advantage on Wisdom checks that rely on smell.
Power Manifesting. The dromite is a 7th-level manifester. Its manifesting ability is Charisma (power save DC 15, +7 to hit with power attacks). It has 16 power points to spend on the following powers: bastion of thought, ego whip, glimmer, mindlink, probability manipulation, psychic crush.
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dromite Wayfinder
Small humanoid, typically lawful neutral
Armor Class 15 (natural armor)
Hit Points 18 (4d6 +4)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Skills Perception +5, Stealth +4, Survival +3
Senses blindsight 30 ft., passive Perception 15
Languages Common, Terran
Challenge 1/2 (100 XP) Proficiency Bonus +2
Keen Smell. The dromite has advantage on Wisdom checks that rely on smell.
Hivemind. The dromite can communicate with other dromites via telepathy up to 300 feet. Additionally, the dromite has advantage on attack rolls against a creature if at least one other dromite is within 5 feet of the creature and isn’t incapacitated.
Manifesting. The dromite is a 3rd-level manifester. Its manifesting ability is Charisma (power save DC 12, +4 to hit with power attacks). It has 7 power points to spend on the following powers: id insinuation, mindlink, remote sight.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.