Homebrew Thri-kreen Outcast Species Details

Insectoid Beings

Thri-Kreen wander the deserts and scrublands of Athas. These insect-men stand as tall as 7 feet at the shoulder. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.

The individual thri-kreen is a six-limbed creature with a tough, sandy-yellow exoskeleton. Its hind legs are the most powerful, used for walking, running, and leaping. The four forward limbs each have a hand with three fingers and an opposable thumb. A thri-kreen’s exoskeleton is extremely hard, offering the creatures natural armor.

A thri-kreen’s head has two large eyes, two antennae, and a small-but-powerful jaw. The jaws work from side to side and have several small extensions that grab and manipulate food while it is being eaten. The eyes are multi-faceted, seperated to either side of the head.

Male and female thri‐kreen are physically indistinguishable despite not usually wearing any more clothing than harnesses to carry weapons and food. Thri-kreen own only what they can carry and what little clothing they do wear takes the form of bands, bracelets, and rings. While most thri-kreen appear emotionless their pheromone release shifts their eye coloration and gives away their true feelings: the brighter the eyes the more positive the emotion while darker colors are generally negative. As carnivores thri-kreen typically become sick when they consume plant matter with the exception of a handful of common spices and fruits.

Sleepless Hunters

The kreen do not require sleep and as such have difficulty understanding this state of "laziness" or exhaustion in other races. Many similar behaviors of other humanoids seem unnecessarily complex to them, for their life is simple: A continuous hunt that only ends when they do. A kreen lives for this hunt not because it is what they were taught but because it is a deep racial instinct pass down through the generations. Even lessons learned and observations of the environment are passed down within a thri-kreen clutch, the young already knowing the best places to hunt and what dangers to look out for. This makes them largely predisposed to tasks and activities they already know, some thri-kreen might go their entire lives repeating activities they inherited from their ancestors.

Thri-kreen Outcast Traits

Humanoid being

Chameleon Power

You can change the color of your carapace to match your surroundings. As a result, you have advantage on stealth checks. 

Antennae

Using your antennae, you can perceive your surroundings without relying on sight, within a 30 foot radius.

Natural Armor

Due to your chitinous carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 15 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Natural Weapons

Your claws and mandibles are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier,  instead of the bludgeoning damage normal for an unarmed strike. If you hit with a bite attack, you deal poison damage equal to 1d4 + your Constitution modifier. If you use a bonus action to attack with a natural weapon, you may add the appropriate modifier.

Standing Leap

Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.

Thri-kreen Weapons

You are proficient with both the Gythka (double-bladed scimitar) and the Chatkcha (boomerang).

Gythka. A thri-kreen polearm with single or triple-bladed heads at each end. The gythka is a martial melee weapon that deals 1d8 slashing damage, weighs 4-6 pounds and has the weapon properties: Heavy, two-handed.

Chatkcha. A thri-kreen throwing weapon with three sharpened ends forming a triangular shape that circles around to return to the thrower much like a boomerang. The chatkcha is a martial melee weapon that deals 1d6 slashing damage, weighs a pound and has the weapon properties: Finesse, light, thrown (30/120), special. If you make a ranged attack with this weapon and miss, the weapon returns to you and you can catch it at the end of your turn if you still have a free hand.

 

Sleepless

You do not sleep. Once per day, you may gain the benefits of a long rest after taking a short rest, and magic cannot put you to sleep. Although you must once per 24 hour cycle remain prone for 4 hours while your body regenerates.

Cold Frailty

Attacks, spells, effects and damage that have the COLD type do more damage and are harder to resist. Your body is adapted to the desert and is non mammalian.

Darkvision

Accustomed to running across dunes or grasslands throughout the day and night, you can see in the darkness within 60 feet of you as if you were in dim light. However, you can’t discern color in the darkness.

Four Arms

You have four arms and can hold and use weapons and items in each of your arms. On your turn, you may interact with two objects or features of the environment for free.

Four-armed Combat

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. When you take the Attack action and Bonus action to attack you you can use your movement action and reaction action for the turn to to attack with a different light melee weapon that you're holding in either of your other hands. You don't add your ability modifier to the damage of the bonus attack unless it is an unarmed attack or unless that modifier is negative.

If a weapon has the thrown property, you can throw a weapon, instead of making a melee attack with it.

Languages

You can Speak Common and Thri-kreen.

Ability Score Increase

Your Dexterity score increases by 2, and you may choose to increase either your Strength or Wisdom score by 1.

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