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, the centers on its Grand Queen, allowing members to telepathically communicate with one another. This level of communication is the key to how dromites are able to so easily coordinate efforts.

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, and via their hiveminds and strong sense of community, these projects are the conglomeration of unanimous consent.

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 be queen of the hive.

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 Wayfinder

Small Humanoid (Savant), 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.