Homebrew Kreen of Dal Race Details

Kreen are among the strangest creatures I have ever encountered. Intelligent for the most part (we all have our bad days), they also have animalistic urges that sometimes overcome their focus. I was once enjoying a conversation (or what you could call a conversation, we were mostly just gesturing at one another) with a small Kreen-Orchai my travelling companions and I had dubbed "Little Drummer Boy" when, in the depth of our communication, he shot off like a fireball toward some vermin in the bushes. Startled me so much, I nearly set him ablaze! 

A unique monstrosity, Kreen on occasion leave their hives to make something of their short lives; attending to their queen only gives so much satisfaction. Their speed is unmatched, making them agile, efficient hunters of small game. When they're not on the prowl, they're often content to sit perfectly still for hours, listening to the wind rustle through the trees or to the sound of bird chatter. They are fierce and loyal companions, and completely unafraid of a fight.

Hunters by Hemolymph

While Kreen may not have red blood in veins, they are unafraid of taking hits. They bleed a clear or green substance, and it is an honor to bear a green painted carapace after a fight. They are hatched for the hunt, able to catch their own prey only days after emerging. Kreen do not provide for their offspring, instead expecting them to take care of themselves even in their first moments. Despite hatching in clutches of two-dozen or more, it's not uncommon for only one or two to reach maturity at around five years of age.

While intelligent, Kreen are sometimes overcome by their deep-seated instincts. Creatures that run from them are always a priority and it can be difficult for them to focus on anything else, to the detriment of their party, hive, or even themselves. They eat prey raw and leave nothing behind. They will often refuse cooked or prepared foods, opting instead to hunt on their own regardless of the time of day. In a pinch they might take a raw chicken or rabbit. Might.

Monstrosity

Kreen physiology is so far removed from that of other races that they stand out in even the thickest crowds. Their hard exoskeletons can be sharp against the fleshy bodies of humanoids and their strange clicks draw attention from anyone that can hear them. They are sometimes considered such an oddity that they wind up in circuses or other shows, displaying unrivaled feats of speed and agility to a roaring crowd.

Unfortunately, this can lead to uncomfortable situations for them. Some innkeepers will refuse Kreen a stay inside. They are usually perfectly happy to spend their nights under the stars, hanging perfectly still, upside-down on the eaves of a building or a tree limb while they sleep, but a Kreen abandoned by their party, even for the night, may feel themselves unwelcome and move out on their own.

The Hive

Kreen hatch from an ootheca, an insulated bundle of eggs laid by a queen, three months after the eggs are initially laid. They all hatch at once, within hours of each other. Individuals from a single clutch like this are often very close to one another and form single hunting parties. These clutches can be anywhere from just a few individuals up to forty. Hives are constructed from natural materials local to the area and tied together to form a conical shape with a single opening near the top. The queen, with her inflated abdomen, is unable to leave the hive and requires attendants to care for her.

Leaving the hive is a pivotal moment in a Kreen's life. Rarely do individuals ever return, either due to falling during their adventures or choosing to live their lives on the outside. But the few that return weave the tales of their journeys, inspiring the generations after them.  

Exploring Opportunities

Kreen most often leave their hive to make something more of their short existences. Often, finding companionship with other adventurers or seeing incredible natural features is enough for them, but on occasion, some Kreen seek out more challenging and lofty goals.

Kreen Names

As Kreen have no written language and their native language is nigh impossible to understand for non-Kreen, they often take on names given to them by their adventuring companions. 

Name Examples:   Twiggy, Bug, Spike, Clicker, Talon, Buzz, Cricket, Bea, Thumper

Kreen of Dal Traits

Your Kreen character has a number of traits in common with all other Kreen:

Ability Score Increase

Your Dexterity score increases by 2.

Age

Kreen are an exceedingly short-lived race in comparison to others. They reach adulthood at the age of 5 and live until approximately 25.

Alignment

Kreen have no set alignment, however their insectoid nature makes their behavior alien to many other races. They are most often seen as chaotic, as their instinctual predatory nature sometimes makes them act when another adventurer might not, and they lean more neutral to evil than good, though this is through the lens of contemporary culture.

Speed

Your base walking speed is 30 feet.

Powerful Leap

As a bonus action on your turn, you may leap 15 feet straight up or forward, your choice. This does not count against your movement but will allow for attacks of opportunity against you. You must leap the full 15 feet.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

• You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
• You can’t wield a shield with a secondary arm.

Sticky Feet

You have a a climbing speed of 10 feet. This feature is limited to textured surfaces only and does not apply to smooth surfaces such as glass or polished stone.

Mandibles

Your insectoid mandibles make communicating with non-Kreen difficult. While you know common, the words are complex for your mouthparts and sometimes don't sound right. You have disadvantage on any charisma based skill checks with non-Kreen.

Environmental Adaptation

Kreen are quick to adapt to their environments and also quick to expand. They have unique features based on their environment of origin. Choose one of the following to represent your unique features:

• Desert: The desert may be inhospitable for many, but Thri-Kreen find the shifting sands an excellent hunting ground. They are unmatched in agility and swarm in packs to take down even the largest of prey. They are the most common Kreen on any of the planes material, but even then, are still an unusual sight to behold.
Grassland: The Pall-Kreen are a tough group. Their exoskeletons are thick and heavy, making them unsuited to life in the trees. They instead lurk the forest floor and tall grasses, listening for nearby prey before they rush it and overpower it with their bulk.
• Sylvan: Touched by the curious magic of the Fey, Kreen-Orchai are as beautiful as they are swift. They resemble flower petals in color and texture and have the greatest affinity for magic out of all the Kreen. They have developed their wings into being capable of non-sustained flight, allowing them to gently glide where others may fall.
• Shadow: Haunting the depths of the Shadowfell are a reclusive and agile sect of Kreen, the Kreen-Unah. The dangers of their plane requires they be cunning and quiet. Their feathered antennae and ability to see into even the deepest darkness make them fearsome stalkers of the night.

Languages

All Kreen are born with innate knowledge of the Kreen language, even if raised away from their hive. You can speak and understand Kreen but it has no written language. Understanding and communicating Kreen as a non-Kreen is nearly impossible as much of the language is communicated through pheromones and clicks that are unable to be produced without the correct physiology. You can also speak, read, and write Common. Common is difficult for Kreen to produce with their insectoid mouthparts so they often use gestures and short sentences to communicate with non-Kreen.

(The Kreen language must be added manually to the character sheet.)

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