Homebrew Dark Sun, Thri-Kreen (2024) Species Details

The insectoid thri-kreen is the least “human” of the player character races. The average thrikreen stands 7 feet tall and grows 11 feet long from end to end. With six limbs, a sandy-yellow exoskeleton, and large, multifaceted eyes, a thri-kreen looks like a huge, intelligent mantis. While there are at least six kreen subspecies.

 A thri-kreen’s hind legs are its most powerful limbs, allowing him to walk, run, and leap at phenomenal speed. The four forward limbs end in three-fingered hands that can manipulate tools and weapons as effectively as a human’s hands.

 Thri-kreen gather in packs that roam the Athasian wastes. There are no permanent thrikreen communities, which may account for why they have little understanding of human society or customs. Thri-kreen don’t need sleep and are thus never idle. Most thri-kreen are obsessed with the hunt, the daily ritual that makes up much of their life. They strive to become skilled and wise hunters capable of stalking and catching what they need and then moving on before a region is depleted of game.

Creature Type: Monstrosity
Size: Medium (about 7 feet tall)
Speed: 40 feet
Age: Thri-kreen live quite short lives; reaching adulthood around the age of 5. They seldom live more than 35 years.
Alignment: The pack mentality is deeply ingrained in thrikreen culture, so most tend toward lawful.

Dark Sun, Thri-Kreen (2024) Traits

As an Athasian Thri-Kreen, you have these special traits.

Ability Score increase

Your Dexterity score increases by 1

Ability Score Increase

Your Constitution or Wisdom score increases by 1.

Alien Nature

The following rules apply to all thri-kreen characters:

  • You only require one gallon of water per week.
  • You don't sleep and only need 4 hours of light activity in order to gain the benefits of a long rest.
  • You cannot wear any armor or use items specifically designed for humanoid forms, like most clothing. Additionally, You can use most magical items available, though items specifically designed for the humanoid form (rings, girdles, bracers, armor, etc.) won’t function for you.
  • You have disadvantage on Wisdom (Animal Handling), Charisma (Deception), and Charisma (Persuasion) checks when interacting with non-kreen.
  • For all game purposes, you are considered to be a monstrosity.

Multiple Limbs

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Chameleon Carapace

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.Generally Thri-Kreen do not wear armor as it interferes with their movement, while doing so their Armor Class is 10+Armor+DEX Modifier like a humanioid, but the armor must be specifically designed to accomodate Thri-Kreen.

As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Born Hunter

You have proficiency with the Survival Skill

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. They are considered light with the Nick property, and you are considered to have mastery with it allowing you to make two claw attaacks per round with a single attack action. 

Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Immunity to Charm

Your alien Thri-Kreen mind and the difference in culture with any other species on Athas makes you immune to the Charmed Condition

Thri-Kreen Training

You have proficiency with the gythka and chatkcha, two weapons crafted exclusively by your kind.

Tremendous leap

You have the ability to make tremendous leaps.You have Advantage on Strength (Athletics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).

Deflect Missiles

When you are hit by a ranged weapon attack (not spells) you can use your reaction to deflect the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (Min 0).

Langauges

You speak Kreen. Kreen is a language composed of clicks and whirrings, antennae movements, and pheromone emissions that nonkreen find difficult to interpret and impossible to duplicate.You do not start with any other language.

Previous Versions

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