Monstrous Humanoid: As monstrous humanoids, diopsids are immune to spells that only affect humanoids, such as charm person and hold person.
+2 Constitution, -2 Dexterity, -2 Intelligence: Diopsids are tough, but they are clumsy and slow witted compared to other races. A diopsid’s young age at adulthood makes it inexperienced and ignorant compared to other folk.
Medium: As size Medium creatures, diopsids gain no special benefits or penalties due to their size. Diopsid base land speed is 30 feet.
Darkvision: Diopsids can see in the dark to a range of up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and diopsids can function just fine with no light at all.
Bioluminescence: A diopsid has a number of glands on its body that allow it to shed light much like a firefly. At will, the diopsid can shed light in a 10- foot radius around its body. Shadowy illumination extends another 20 feet around this area. The diopsid can create or douse this light as a free action.
Natural Armor: A diopsid’s tough carapace gives it a +4 natural armor bonus.
Wings: Diopsids have a pair of stubby wings that, while too weak to provide them with flight, allows them to gently guide to a soft landing regardless of how far they fall. A diopsid does not take falling damage as long as it is capable of taking actions. As an immediate action, it can unfurl its wings and float slowly downward at 60 feet per round. Aparalyzed,unconscious,orotherwiseincapacitated diopsid cannot use its wings in this manner.
Extra Arms: Diopsids have four arms: their two primary limbs and a secondary, weaker set of arms. Their weaker limbs are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. The diopsid’s extra limbs allow it to use weapons one size category larger than normal without penalty. The diopsid’s secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a diopsid can wield a Large longsword with a single primary arm without penalty by steadying the blade’s pommel with its lower limb. A diopsid can wield a pair of two-handed weapons by using all four of its limbs. The diopsid gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The diopsid suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand. A diopsid wielding a pair of two-handed weapons is a fearsome sight. It shifts and twirls the two weapons between its four hands, hammering its opponent with tremendous strikes while defying its normally clumsy, fumbling nature. If a diopsid carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the diopsid takes the shield’s armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the diopsid gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. The diopsid cannot carry a two-handed weapon withjust its secondary arms. A diopsid with at least one empty hand can cast spells with a somatic component.
Limb Symmetry: A diopsid’s four arms allow it to carry and use multiple items with relative ease. A diopsid can use its third and fourth limbs to steady a weapon held in its primary arms, shift its weight, and maneuver it to attack or defend. A diopsid ignores the Dexterity prerequisite, if any, for any feat that has the words “two-weapon” in its name, such as Two- Weapon Fighting. The diopsid must fulfill the rest of the feat’s requirements as normal.
Insect Body: The diopsid’s beetle-like body makes it unsuited to use many tools and magic items designed for humanoids. A diopsid has trouble wearing bulky armor even if it has the appropriate feat. A diopsid can wear light armor without penalty. When wearing medium armor the diopsid takes a -2 penalty to Dexterity. This penalty increases to -4 if the diopsid wears heavy armor. The diopsid’s multiple limbs and bulky form make it poorly suited to using heavy armor. For such a suit to offer its full protection, it must restrict the diopsid’s movements. In any case, the diopsid must purchase custom-made armor. This armor costs the same price as if the diopsid had to purchase armor one size larger than normal.
Immune to Sleep: Diopsids do not need to sleep and are immune to all sleep effects.
Automatic Languages: Common and Diopsid. Bonus Languages: Dwarf, Orc, Terran, Undercommon. Diopsids learn the languages of the Underdark to facilitate trade with other folk. The diopsid love of new weapons and metal goods is powerful enough to overcome their normally sluggish intellects. The diopsid native tongue employs their luminous glands, allowing them to flash messages across the largest Underdark caverns without a sound. Diopsids can also create flashes of “light” visible only to creatures with darkvision, allowing them to “whisper” without tipping off their presence to creatures that rely on normal vision. An observer can detect a diopsid communicating in this manner with a Spot check rather than a Listen check. While creatures that lack bioluminescence cannot “speak” Diopsid, they can understand and translate it.
Favored Class: Barbarian. A multiclass diopsid’s barbarian levels do not count when determining whether it takes an experience point penalty. Diopsids are strong, tough warriors who prefer brute force to elegant fighting styles. Thus, the barbarian class is a perfect match for them.