"I am an avid hunter and marksman, and I will not hesitate to shoot anyone who has myself or my clutch in fear for our lives." - K'Tattcha, Thri-Kreen Ranger
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration.
Ability Score Increase. Your Dexterity score increases by 2.
Aquaphobe. You can double your Constitution modifier when determining the number of days you can go without water, as well as when making Constitution saving throws against the environmental effects of extreme heat. Like many land-based insects, Thri-Kreen are not build for life in water, you make all checks involving swiming at disadvantage.
Multiple Arms. Thri-Kreen have four arms, and may have 4 hands worth of readied items, may equip four weapons, two two-handed weapons, or any such combination.
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, venomous bites, and psionic abilities. An average thri-kreen has the life expectancy of only 30 years. However, this is countered by the fact that thri-kreen do not require sleep. A thri-kreen truly lives out every moment of its precious 30 years.
Thri-kreen are formidable nomadic hunters who respect the land and hate creatures that despoil it. They will attack anyone who disturbs their home. Thri-kreen have two signature weapons: the gythka, a polearm with a blade at each end; and the chatkcha, a dasl crystal throwing wedge which returns when thrown. Dasl is made from thri-kreen venom, modified by the zik-thok (fejik) plant. Creation of dasl is a racial secret and is only suitable for making three-sided weapons such as the chatkcha and gythka. Thri-kreen sometimes use other species' weapons, but this is rare. Thri-Kreen are usually neutral-aligned.
Thri-Kreen employ a language without words. To show emotion and reaction, a Thri-Kreen clacks its mandibles and waves its antennae. The Thri-Kreen language is not known to have a written equivalent. Because of this, it is often hard for Thri-Kreen to communicate with other races, and must use signlanguage or drawings. Some Thri-Kreen who live or travel with other races, learn to speak very crude common, but usually enough to be understood.
Male and Female Names: Cha'ka, Chuka-tet, Drikchkit, Hakka, Ka'cha, Kacht-ta, Ka'tho, Lakta-cho, Pak'cha, Pik-ik-cha, Sa'relka, T'Chai, Tak-tha
Jeral (Clutch of the Predator)Edit
The Jeral are agile and hardy, accustomed to the difficult life in the deserts.
Ability Score Increase. Your Constitution score increases by 1.
Savagery. Once per short rest you can use your action to make a bite attack adding your Dexterity modifier + Proficiency to the attack roll. The attack deals 1d6 + your Dexterity modifier as piercing damage, and the target must succeed on a Constitution Save (DC 8+Con+Proficiency), or be poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns.
Chameleon Carapace. The Jeral can change the color of its carapace to match the color and texture of its surroundings. You may spend one whole turn changing your color, as a result you have advantage on Dexterity(Stealth) checks made to hide in this area.
Claws. Thri-Kreen claws are sharp, and deal 1d4, this increases to 1d6 at level 10. At level 18 it increases again to 1d8. Claws are considdered to be Finesse weapons with the light keyword, and the Thri-Kreen is proficient using them.
To'ksa (Clutch of the Third Eye)Edit
The To'ksa manifest psionic abilities, and use their powers to aid the hunt. They can communicate more easily with outsiders.
Ability Score Increase. Your Wistom score increases by 1.
Telepathy. You have telepathy in a range of 60 feet.
Legacy of the Sand. You know the mage hand cantrip.
Once you reach 3rd level, you can cast the longstrider spell once per day.
Once you reach 5th level, you can cast the magic weapon once per day.
Once you reach 11th level, when you cast magic weapon you cast it as if using a 4th level spell slot.
Once you reach 20th level, when you cast magic weapon you cast it as if using a 6th level spell slot.
Wisdom is your spellcasting ability for these spells.
|Gythka (Martial Weapon)|
This is a double weapon, with both sides having blades looking like the claws of the Thri-Kreen themselves. Any character wielding this weapon can make an extra attack as a Bonus Action, but they do not gain their Proficiency Bonus on the second attack.
Chatkcha (Martial Weapon) Resembling a three-pointed throwing star, this is a wedge shaped object used as a throwing weapon. Damage: 1d6 Weight: 1 lbs. Value: 4gp. Keywords: Throwing, Finesse