Itikka are a strange insectoid race that populates the great Underworld of Xish. Building massive cities in sprawling cave complexes, these social creatures live for their hive and Queen above all else.
Physical Description: Itikka vary wildly in appearance from hive to hive, but most are six legged creatures five to six feet tall. They walk on 4 legs and use their claws like hands. A thick carapace covers their body, and their moths have dangerous mandibles.
Society: Itikka society is based entirely on service to the hive, and each Itikka has a specific role. Multiple hives may share the same underground city, but an Itikkas loyalties tend to lie only with those born of the same queen. Itkka queens live for millenia, ruling over their hives with absolute authority. The only other leaders of the Itikka are the Esikuva, a group of ancient warriors that are as immortal as the queens, but remain inside cocoons until summoned by dire need.
Relations: Itikka tend to be xenophobic and expansionist, keeping what they see as “lesser races” as slaves. They despise Ahkma as their ancestral rivals, usual hive policy is kill on sight. Dwarves are treated with respect, but a distance is usually maintained.
Alignment and Religion: Driven by a fierce loyalty to their hive, Itikka tend to be lawful. Itikka worship the elements themselves, and their spiritual leaders are often Elanim.
Adventurers: Occasionally an Itakki will leave the hive to strike out on their own. Called sekeva, these wandering insectoids are often looked at with pity by the hive- having lost the essential connection most “normal” Itakki feel. Fighters are most common, but even some elanim or magic users may strike out and become a sekeva.
Itikka Racial Traits
+2 Strength, +2 Intelligence, -2 Charisma: Itikka are stong and clever, but harsh and stoic.
Monstrous Humanoid: Itikka have the Monstrous Humanoid subtype.
Medium: Itikka are Medium creatures and have no bonuses or penalties due to their size, but have small torsos compared to their overall body size. They use weapons and armor sized for small creatures.
Speed: Itikka have a 30 foot move speed.
Darkvision: Itikka can see in the dark up to 60 feet.
Quadruped: Itikka possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts.
Scent: Often communicating with each other via pheromones, Itikka have very sensitive olfactory senses- gaining the Scent special ability.
Claws: Itikka have two claws that deal 1d3 damage.
Bite: Itikka can bit foes with their mandibles, dealing 1d2 damage.
Swarming: Itikka are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Gliding Wings: Having small vestigial wings, Itikka take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. An Itikka cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Carapace: The hard exoskeletons that Itikka have give them DR 5/Bludgeoning.
Languages: Itikka begin play speaking Common and Itikkan. Itikka with high Intelligence scores can choose from the following: Ahkma, Gnome, Dwarf, Xishian, and Undercommon.
Alternate Racial Traits
Flight: Some Itikka hives have maintained the full wings their ancestors once had. These Itikka, called Vespi, have a softer and lighter carapace. They gain a 30 foot flight speed with clumsy maneuverability. This ability replaces Carapace and Gliding Wings.
Sting: Some Itakki have developed a sting attack as a form of defense. This power is known amongst the Itakki as Tuskka. The sting does 1d2 damage, and has a poison. This ability replaces both the bite and claw attacks.
- Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.