Homebrew Thri-Kreen Species Details

INSECT BODY

Mature Kreen stand 7' tall with a rough length of 11'. Their four arms end in claws; their two legs are extremely powerful, capable of incredible leaps. However Kreen cannot jump backwards. Their body is covered in a sandy-yellow chitin, a tough exoskeleton that grants the Kreen protection from blows.Their head is topped with two antennar, and their two eeys are compound and multifaceted. The Kreen mouth consists of small pincers. Male and femal Kreen are indistinguishable. They do not wear clothing, but may wear a harness to carry weapons and food.

Many wear leg/armbands or bracelets. some attach rings to their chitin - this requires a skilled artisan and careful work. They appear identical, but another Kreen - or an observant person would be able to spot differences in their exoskeletons. Pheromones released modifies their eye coloration based on emotion: light form neutral or pleasant and dark for distress. 

NO SLEEP REQUIRED

Since Kreen do not require sleep, they have difficulty understanding this state of "laziness." Other behaviors seem unnecessarily complex: Kreen hunt to live and live to hunt. They only own what they can carry and only carry what they need for the hunt. Their knowledge is largely instinctual racial memory that they share with their clutch. Their prey and hunting tactics are imprinted on them at birth.

A DIFFERENT PERSPECTIVE

The pack mentality dominated Thri-Kreen relations with others. Kreen hunt in small groups and will move to other areas rather than depopulate an area of prey. A Kreen that joins with humanoids will normally attempt to establish dominance over the group. This can be disconcerting to those unaware, especially since this practice usually means making a series of threatening gestures. Once the matter is settled, they will abide the outcome. While humanoids are view as potential food sources, they are rarely hunted because there are other, simpler prey out there. That being said, elves are a delicacy - causing tension between the races when they meet. Once they have formed a clutch with humanoids, they will never turn on them, no matter the circumstances.

Kreen cannot swim or float, and thus fear water that would be larger than a puddle. They are unable to ride a creature and find the idea alien and ridiculous. 

RACIAL MEMORY

Contrary to humans and humanoids, Kreen are largely predisposed to tasks due to racial memory. There are no wizards; their lack of sleep and need to hunt makes the study of magic impractical, but they take psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One - a legendary leader from clutches past.

NAMES

Cha'ka, Chan-tho, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho' Qhak'cha, Qhik-ikcha, Sa'Relka, T'Chai, Tak-tha

Thri-Kreen Traits

Kreen physiology gives it several advantages that compensate for not being able to utilize items commonly used or worn by other races.

Ability Score Increase

Thr-Kreen receive a Ability Score bonus of 2 to Dexterity and 1 to Wisdom

Age

A Thir-Kreen is born from an egg and becomes fully mature in 6 years. They do not age after reaching maturity and usually only live until about 30 years. When the end of their life is upon them, a Kreen will usually go on a final hunt.

Size

A typical Kreenn is 7' tall, 11' long, and 450 pounds. They occupy a 10' x 10' square and have a 5' reach. They are Large.

Speed

Walking speed is 40 feet.

Carapace

A Kreen Chitinous plate grants natural armor of 12+ DEX. A Kreen cannot wear armor, but can carry a shield.

Kreen Physiology

Kreen only require 1 gallon of water per week to live. They cannot swim. A Kreen cannot wear gloves, boots, helms, armor, or other clothes worn by humanoids except for rings and other jewelry.

Kreen require no sleep and are immune to sleep effects. They only need 4 hourts of light activity to be considered rested. They are not required to make saves for a Forced March.

Weapon training

Kreen are proficient with the Gythka, Chatkcha, Claws and Bite

Additional Arms

Kreen have two ancillary arms below the main ones. They are weaker and cannot effectively hold weapons or shields, but they can stow, retrieve, swap, or hold items without using their main hands or an action.

Leap

Beginning at level 3 Kreen can jump 50 feet forward or 20 feet straight up without a running start. They cannot jump backwards

Languages

Kreen start out speaking Common and Thri-Kreen.

Thri-Kreen is a language that is composed of a series of clicks, whirs, antennae movements, and pheromone emissions that non-Kreens find difficult to understand and impossible to duplicate.

Kreens' voices are high-pitched.

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