Kharib resemble stout, scorpion-like quadrupeds with a segmented tail arching over their thorax. Unlike typical scorpions, they possess two primary arms ending in dexterous, multi-jointed pincers fine enough to handle locks, quills, or small blades. They have a broad, chitinous face with two mandible-like “jaw plates” that part to form speech.
Kharib do not share any hive mind—rather, they have an individualistic streak tempered by a sense of personal honor. Their ancient clans revolve around cunning survival and forging alliances with neighbors rather than conquest. Many remain proud and self-reliant.
Adaptive Equipment. Kharib need custom armor to fit their chitinous exoskeleton and tail. Their pincers can hold most weapons, though certain two-handed arms require special grips.
Practical Roles. City-states with hot deserts or rugged badlands often enlist Kharib as caravan protectors. Their stingers deter bandits, while their chitin grants partial protection from extreme elements.
Public Perception. Human peasants might fear “giant scorpions.” Earning trust often involves performing community service—guarding a vulnerable village or offering healing tonics brewed from desert flora.
Kharib are formidable, scorpion-like quadrupeds. Their thick, chitinous exoskeleton covers a compact body and a segmented tail curled over the back. Two prominent forelimbs end in multi-jointed pincers fine enough to pick locks or handle delicate tools. Kharib faces feature broad plates around a hinged jaw, allowing them to produce clear speech alongside the clack of mandibles.
Originating from rocky deserts or salt flats, Kharib live as independent wanderers or in small clans without any hive mind. Their culture prizes self-reliance and personal honor, forging alliances based on shared respect. In humanoid societies, they often stand out for their imposing silhouettes and specialized tail stingers. Yet, through dutiful acts—like protecting caravans from bandits—they earn trust and a place among diverse populations.
You are a Monstrosity instead of a Humanoid.
Your Constitution score increases by 2, and your Strength score increases by 1.
Kharib mature by age 10 and can live around 70 or 80 years, though few remain in one settlement long enough to see advanced age.
Their emphasis on personal pacts and clan codes often leads them toward lawful or neutral alignments. That said, individuals may break from tradition, for better or worse.
Kharib bodies average 4 feet in length, standing about 3 feet tall at the “shoulders.” Including their curved tail, they can appear larger. Your size is Medium.
Your base walking speed is 30 feet.
Your thick exoskeleton grants you a natural AC of 13 + your Dexterity modifier (maximum +2 Dexterity bonus if you wear additional equipment). You can wield a shield and still gain this benefit.
Your pincers can manipulate most normal objects and weapons. Heavy or two-handed weapons require a specialized handle. Your unarmed strikes with your pincers deal 1d4 + your Strength modifier bludgeoning damage on a hit.
Once per long rest, you can use a bonus action to make a special melee attack with your tail stinger. On a hit, you deal 1d8 + your Constitution modifier piercing damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the end of your next turn.
You require only half the normal daily water intake to avoid exhaustion, and you have advantage on saving throws against extreme heat or arid conditions.
You can speak, read, and write Common and one other language of your choice (frequently Terran or Undercommon).