Adventures in the Borderlands
Race: The Thri-Kreen
Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as “mantis warriors.” They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south, thri-kreen are near-perfect hunters.
Personality. Each thri-kreen forms deep attachments with a handful of other individuals, regarding them as clutch-mates, companions to be defended with one’s own life if need be. All others outside this small group of companions are strangers and enemies, although thri-kreen are intelligent enough to recognize that one traveling alone in the lands of other folk would be wise to keep such observations to oneself.
Physical Description. A thri-kreen resembles a bipedal praying mantis. Its body’s exoskeleton is sandy yellow in color. Of the body’s six limbs, the lower two are used for walking, and the upper four end in four-fi ngered, clawlike hands. Thrikreen have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment.
Relations. Thri-kreen view themselves as noble hunters and judge other folk on the simple relationship of predator to prey. They respect barbarians, rangers, and others who live off the land and treat the land with care. On the other hand, savage and evil races such as gnolls and orcs despoil the lands that should be hunted with respect, and thus they earn the thri-kreen’s enmity. The mantis warriors generally regard city folk and farmers of other races as not-hunters, and therefore not worth their attention (but also unworthy of their enmity).
Thri-Kreen Lands. Thri-kreen like it hot. They favor warm, dry climates, especially arid grasslands and plains that most other folk consider uninhabitable. Since they are a nomadic race, they make no permanent settlements and travel light, carrying little more than tools and food from camp to camp.
Religion. Thri-kreen strongly favor a druidic tradition instead of the myriad deities of other races. Thri-kreen druids serve as the spiritual leaders of the race.
Names. Thri-kreen make no distinction between male and female names, and they do not use a surname.
Thri-Kreen Names: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik.
Adventurers. Most thri-kreen adventurers are barbarians, rangers, or druids—characters who do well in the wide-open spaces favored by the race. On rare occasions, a thri-kreen hunter falls in with an adventuring party and bonds with its new companions, taking them as clutch-mates in place of its own kind.
All Thri-Kreen possess certain racial traits.
Ability Score Increase. Your Strength score increases by 1, and your Dexterity score increases by 2.
Age. Thri-kreen have relatively short lifespans, reaching maturity after only 2 years. On average, thri-kreen live about 30 to 35 years, though there are Thri-kreen legends about one of their number who lived almost 4 times as long as normal.
Alignment. Thri-kreen have virtually no social structure other than the clutches they form with their closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil.
Size. Thri-kreen tend to hunch when walking around, appearing to be as tall as a human. When fully upright, a thri-kreen stands between 6 and 7 feet tall. They weigh about 150 pounds on average. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Sleepless. Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks.
Natural Armor. A Thri-Kreen that is not wearing armor has a natural armor class of 13 + Dexterity modifier.
Multiple Arms. A Thri-Kreen has two “minor” arms that grow from their midsection. These arms can hold, wield, and/or use light weapons and similarly sized objects weighing no more than 5 lbs. (You still makes the normal number of attacks). A Thri-Kreen may, as a bonus action, take the Use an Object action, such as drawing or stowing an item, using their minor arms.
Bite. You may use an action to make an attack with your bite. This attack deals 1d6 piercing damage plus your Strength modifier and you have proficiency with the attack.
The target of a successful bit attack must succeed on a Constitution saving throw (DC 8 + proficiency + Constitution modifier) or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns , ending the effect on itself on a success. Your bite causes this poison effect on a number of successful bites equal to your Constitution modifier (minimum 1), after which further bites are no longer poisonous. You regain all uses of your bite feature’s poison when you complete a long rest.
Claws. A thri-kreen’s claws deal 1d4 slashing + Strength modifier, and you are proficient with claw attacks.
Standing Leap. Your long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Chameleon Carapace. You have advantage on Dexterity (Stealth) checks to hide.
Thri-Kreen Weapons. You are proficient with the gythka (double-bladed polearm) and the chatkcha (triangular throwing crystal). You also are able to manufacture these weapons using a natural spit compound called dsal. You can create one chatkcha or, if you have a quarterstaff or other length of wood available, a gythka, requiring one hour of uninterrupted work. Once you have used this feature, you must eat a full meal and complete a long rest before using it again.
|Gythka||1d8 slashing||melee||Versatile (1d10)|
Languages. Thri-kreen speak their own language, Thri-Kreen, which is composed of clicks, whistles, and snaps of their mandibles. Thri-kreen player characters also speak Common.
Thri-Kreen Natural Psionics
You have telepathy out to range of 60 feet. You also gain the ability to cast the following spells as innate psionic powers, requiring no components. You regain all uses of these spells when you complete a long rest.
At will: mage hand (the hand is invisible)
2/day each: blur, magic weapon
1/day: invsibility (self only)