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==Thri-kreen Stats== Thri-kreen have been present in every single edition since they were released for [[Advanced Dungeons & Dragons]] - unlike their unfortunate cousins, the [[Xixchil]]. In fact, except for 4th edition, they've actually had multiple appearances in each edition. ===AD&D=== [[image:Thri-kreen_MM_2e.png|right|thumb|256px|From the Monstrous Manual]] Thri-kreen were present in both the Original and the Revised versions of the Dark Sun campaign setting. The versions are fundamentally identical. ::Ability Score Range: Strength 8/20, Dexterity 15/20, Constitution 5/20, Intelligence 5/20, Wisdom 5/20, Charisma 5/17 ::Ability Score Modifiers: +2 Dexterity, +1 Wisdom, -1 Intelligence, -2 Charisma ::Class & Level Limits: [[Cleric]] (Air 14, Earth 12, Water 12, Fire 10), [[Druid]] (16), [[Fighter]] (16), [[Gladiator]] (15), [[Psion]]icist (Unlimited), [[Ranger (12) ::Base Armor Class: 5 ::Reduce Darkness/Blindness-based penalties by 1 point/5% - this does not apply to ranged activities. ::Does not require sleep. ::Cannot use magic items designed to be worn by demihumans. ::Can make 1 Bite attack (1d4+1 damage) and 4 Claw Attacks (1d4 damage) per round. A thri-kreen fighter can attack with both weapon and bite, but multiple attack abilities only apply to its weapon. ::From 3rd level on, can leap 20 feet straight up and 50 feet straight forward. Can't leap backwards. ::From 5th level on, bite attack delivers a paralytic venom; creatures must pass a Save vs. Paralyzation or be paralyzed for rounds dependent on size (smaller than man-sized: 2d10, man-sized: 2d8, larger: 1d8, Huge/Gargantuan: 1 round). ::Bonus proficiency with the Chatkcha gained at 5th level. If Chatkcha Proficiency is taken earlier, the thri-kreen gains nothing. ::From 7th level on, can roll a 1d20 when fired at by physical missiles; on a 3+, the thri-kreen dodges the missile. Magical missile weapons modify this roll, subtracting their plus bonus from the thri-kreen's result. "Thri-Kreen of Athas" would tweak the above by stating that the -1 Intelligence penalty signifies a kreen of To'ksa subrace. To play a Jeral, replace -1 Int with -1 Constitution. No rules for playing J'ez, J'hol, T'keech or Tondi were presented, alas. You could probably homebrew something by starting with the appropriate "base kreen" stats (To'ksa for T'keech and Tondi, Jeral for J'ez and J'hol) and adding a few special tweaks based on the lore - T'keech are immune to the humidity-induced diseases and have a heightened affinity for Rain Clerics, Tondi have no class limit on Druids, etc. ''Player's Option: Skills & Powers'' would provide a "generic" thri-kreen statblock for thri-kreen from off of Athas, which had the following stats: ::Ability Score Range: Strength 8/18, Dexterity 12/18, Constitution 5/18, Intelligence 5/18, Wisdom 5/18, Charisma 5/15 ::Ability Score Modifiers: +1 Dexterity, +1 Wisdom, -1 Intelligence, -1 Charisma ::Class & Level Limits: [[Fighter]] 16, [[Ranger]] 12, [[Cleric]] 12, [[Druid]] 12 ::Natural Armor CLass: 5 ::Movement Value: 18 ::Natural Attacks: 4 Claws (1d4), 1 Bite (1d4+1) ::Characteristics: :::Leap: A thri-kreen can leap 50ft forward and 20ft up from 3rd level onwards. :::Antennae: The thri-kreen reduces the darkness-based penalties of combat when fighting foes within 15 feet. :::Paralyzing Bite: From 7th level, a thri-kreen's bite carries paralytic venom; victim must save vs. poison or be paralyzed (2d8 rounds for size M or less, 1d8 rounds for size L, 1 round for size H or bigger) :::Dodge Missiles: From 7th level, a thri-kreen can dodge thrown and fired missiles by rolling 9+ on a d20. :::Racial Weapons: Thri-kreen gain Proficiency in the Chatkcha at 5th level and the Gythka at 7th level. :::Inhuman Form: Thri-kreen can't wear armor. ===3rd Edition=== The thri-kreen was printed at least five times in 3rd edition. It was first printed as an NPC race in the Monster Manual II, and a second time in Savage Species. Its stats were then tweaked for 3.5e and it was printed for a third time in the "Expanded [[Psionics]] Handbook", which was also the first time when it was given a PC stat block. The EPH version was subsequently reprinted in [[Dragon Magazine]] #319 with no notable changes. Its fourth and final printing was in the [[Forgotten Realms]] sourcebook "[[Shining South]]". ::+2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma ::Monstrous Humanoid ::Medium ::Base Land Speed 40 feet ::Darkvision 60 feet ::Immune to Sleep ::+3 Natural Armor ::Multiple Limbs: Four arms, qualify for the Multiweapon Fighting and Multiattack feats. ::Natural Attacks: 4 Claw Attacks (primary, 1d4 damage), 1 Bite Attack (secondary, 1d4 damage), a weapon-equipped thri-kreen can use its natural attacks as secondary attacks. ::Poisonous Bite (Ex): Once per day, can deliver poison via its bite with initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes, DC 11 + thri-kreen's Con modifier. ::Leap (Ex): +30 racial bonus on Jump checks. ::Weapon Familiarity: :::The 3.0e version of the race came with exotic weapon proficiencies for the Gythka and Chatkcha :::The 3.5e version of the race treats these weapons as Martial Weapons, not Exotic Weapons. ::Naturally Psionic: 1 bonus power point at 1st level. ::Psi-Like Abilities: In a psionic campaign, Thri-kreen gain psionic abilities that vary from book to book as follows... ::: In the MMII and Savage Species, they may use ''Chameleon'' and ''Know Direction'' at will, and ''Displacement'' and ''Lesser Metaphysical Weapon'' once per day. A Thri-kreen also "gains additional attack and defense modes as if it were a psychic warrior or a psion with psychometabolism as is primary discipline". Manifester level 10th; save DC 8 + power level ::: In the Expanded Psionics Handbook, they may use ''Chameleon'' and ''Know Direction'' 3x per day, and ''Psionic Displacement'' and ''Metaphysical Claw'' once per day. Manifester level is equal to a [[Wilder]] whose level is equal to 1/2 the thri-kreen's Hit Dice (minimum 1st). The save DCs are Charisma-based. ::: In Shining South, they have 3/day ''chameleon'' and ''know direction and location''; and 1/day ''greater concealing amorpha'' and ''metaphysical claw''. Manifester level is equal to 1/2 the thri-kreen’s Hit Dice ::Racial Hit Dice: 2 levels of Monstrous Humanoid, which provide 2d8 Hit Dice, BAB +2, Fort +0, Ref +3, Will +3. ::Racial Skills: A thri-kreen starts with (5 * (2+Int modifier)) skill points and its racial class skills are Balance, Climb, Hide, Jump, Listen and Spot. ::+4 racial bonus on Hide checks in sandy/arid settings. ::Racial Feats: Deflect Arrows and 1 bonus feat. ::[[Favored Class]]: [[Psychic Warrior]] in a psionic campaign, [[Ranger]] otherwise. ::[[Level Adjustment]]: Thr-kreen in a non-psionic campaign have a level adjustment of +1. Thri-kreen in a psionic campaign had a level adjustment of +3 in 3.0e and +2 in 3.5e ===4th Edition=== [[Image:Thri-kreen_player_4e.jpg|right|256px]] Thri-kreen made their return to the D&D stage stage in the 4th edition Dark Sun Campaign Setting, joining [[Mul]]s as the only Dark Sun races that got brand new racial write-up for the new edition; this was likely due to their popularity in previous iterations. Comparatively speaking, in addition, [[aarakocra]] and [[pterran]]s were forgotten or ignored, and [[Half-Giant]]s had nothing mechanically unique enough that they couldn't just be reskinned from [[Goliath]]s, an argument used to justify reflavoring [[Dragonborn]] as 4e's [[Dray]]. ::Ability Scores: +2 Dexterity, +2 Strength or Wisdom ::Size: Medium ::Speed: 7 squares ::Vision: Low-light ::Skill Bonuses: +2 Athletics, +2 Nature ::Multiple Arms: Once per turn, you can draw/sheathe a weapon or stow/retrieve an item as a Free Action instead of a Minor Action. ::Natural Jumper: You are always considered to have a running start when jumping. ::Torpor: You enter a torpor-state instead of sleeping, leaving you aware of your surroundings. You only need 4 hours in torpor to gain the benefits of an extended rest. ::Racial Power - Thri-kreen Claws: 1/encounter, as a minor action, make a melee 1 attack against up to 3 opponents. You can choose whether this attack keys off of Strength, Dexterity or Wisdom at character creation. You gain a +3 attack bonus per tier and inflict 1d8 damage per tier (plus Chosen Ability Score modifier). You gain a bonus to the damage roll equal to the number of targets. The thri-kreen's racial [[Paragon Path]] is the ''Thri-Kreen Predator''. At 11th level it gains a Climb speed of 4 squares, +2 damage bonus with Thri-Kreen Claws, and the ability to make a jump as a free action as part of burning an action point to take an extra action. At 16th level, when the thri-kreen is adjacent to an enemy that is also adjacent to one of the thri-kreen's allies, the thri-kreen is considered to be flanking that enemy. Its level 11 attack power is Capturing Claws (as Thri-Kreen Claws, but grabs the target), its level 12 Utility power is Insect's Spring (make a jump check as a minor action 1/encounter), and its level 20 attack power is Paralyzing Bite (inflict 2d6 + Chosen Ability Score poison damage, target is Stunned until end of your next turn and takes ongoing 5 poison damage, save ends). Thri-kreen also had a "Winning Races" article in [[Dragon Magazine]] #411. Staunchly setting neutral, allowing it to apply to the Thri-kreen of both Athas and the [[Nentir Vale]], it examines their culture and biology, and in particular how it shaped by the existence of a racial hive-mind. It also introduces the Ancestral Khanate, one of the [[Primal Spirits]] and the closest thing to a patron god of thri-kreen, being the embodiment of this racial collective subconsciousness. It also came with a bundle of racial feats that empowered various aspects of the thri-kreen, from improving their mastery of gythka and chatkcha to being able to use throwing weapons and hand/light crossbows with their secondary arms. ===5th Edition?=== No official 5e thri-kreen stats happened for a long, long time, resulting in multiple fan-made attempts released on the [[DM's Guild]] plugging the gap. The first attempt at an official Thri-Kreen race for 5e ''finally'' came in October 2021, as an [[Unearthed Arcana]] before they finally made their formal debut as a playable race in, of all settings, [[Spelljammer]] in August 2022. Being a post-Tasha's race, these thri-kreen have no ability score modifiers, and instead get a generic +2/+1 or +1/+1/+1 of the player's choice. ::Creature Type: Monstrosity ::Size: Medium or Small (choose at character creation) ::Speed: 30 feet ::Darkvision 60 feet ::Chameleon Carapace: Your base unarmored AC is 13 + Dexterity modifier. As an action, you can change your color to mimic your surroundings, gaining Advantage on Stealth checks. ::Secondary Arms: You have a set of secondary arms, which can only be used for the following tasks; open/close doors and containers, manipulate objects, lift a Tiny object, or wield a Light weapon. ::Sleepless: You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest ::Thri-Kreen Telepathy: You can communicate mentally with willing and visible creatures within 120 feet. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). So, what's the reception? Well, after the initial hype wore off, fans are... ''mixed''. Let's ignore the usual controversy over Tasha's removing racial ability scores and look at the end results of the mechanics. Firstly, turning them into Monstrosities, which actually unprecedented due to previous thri-kreen being called, does have the advantage of giving them a natural shield against some of the most common debuff spells, such as Charm Person and Hold Person. So, that's actually a decent thing. Chameleon Carapace is... okay, but it's kind of out of left field, with its own real precedent being the psionic invisibility powers that thri-kreen PCs got in 3rd edition. Thri-Kreen Telepathy is a lazy way to port in psionics, and Sleepless at least captures the flavor of the old lore. The biggest controversy, however, has to be the Secondary Arms trait. Fans were arguing over how WotC might fit them into 5e for years, and the end result turned out to just be "downgrade it into pure flavor". With how strict the action economy of 5th edition is, the traditional power of the thri-kreen's four arms is completely gone; yes, you can carry four weapons at a time, but they just give you four options with which to make one attack unless you've picked up the Multiattack class trait from somewhere. As broken as the kreen ability to quad-wield admittedly could be, this downgrade hasn't left a lot of kreen fans particularly happy. It even removes some of the utility the similarly-nerfed [[kasatha]] enjoyed in ''[[Starfinder]]''; at least ''their'' extra arms could be used to have a free hand for using an item/potion, spellcasting, or other major utility tasks! ====Anchorome Mantis-Folk==== {{3rd Party}} {{Main|True World Campaign}} Thri-kreen PCs from the [[Anchorome]] setting have the following PC stats... weirdly, despite letting players play the incredibly rare sand-shifting Apleurus, there is no statblock for the Zik-chil as PCs. ::Ability Score Increase: +1 Dexterity ::Size: Medium ::Speed: 30 feet ::Four Arms: You have 2 extra arms as mantis-folk. You can use them to carry extra objects in your hands like a torch, ammunition, components, a holy symbol, a potion and even weapons. However you gain no benefit from holding multiple weapons or shields in your extra arms and no extra attacks besides from the extra attacks from your class or other special circumstances. ::Mantis-Folk Weapon Proficiency: You have Proficiency in the chatkcha and gythka. ::Poisonous Bite: You can make a bite attack that causes 1d4 + Str modifier Piercing damage plus 1d4 Poison damage. ::Subrace: Choose the Thri-kreen, Tohr-kreen, Apleurus, Smaragtin or Ulyssies subrace. ''Thri-Kreen:'' ::Ability Score Increase: +1 Dexterity, +1 Strength ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ''Tohr-Kreen:'' ::Ability Score Increase: +2 Strength ::Powerful Build: You count as one size larger to determine your carrying, dragging, lifting, pushing and pulling capacity. ::Abolishing Might: Your melee attacks do double damage to structures. ::Complex Builders: You gain Proficiency in one set of tools of your choice. ''Apleurus:'' ::Ability Score Increase: +2 Intelligence ::Sand Born: You can spend an action to shapeshift into the form of a pile of sand. This transformation lasts for 10 minutes or until you use a bonus action to shift back. In sand form, you are indistinguishable from ordinary sand so long as you remain motionless, but your speed becomes 10 feet, you can move through spaces as narrow as 1 inch wide, you cannot attack or cast spells, your hit points are equal to your level, and your AC becomes 10. If you drop to 0 hit points in this form you are transformed back and the remaining damages carries over to your normal form. You regain this ability when you finish a short or long rest. ::Sand Strider: You ignore difficult terrain and any hazards based on mundane sand, such as sinking into sinkholes. ::Glass Specialist: You have Proficiency with Glassblower's Tools and gain Advantage on History checks made in regards glasswork and pottery. ''Smaragtin:'' ::Ability Score Increase: +2 Constitution ::Aquatic: You can breathe air and water, and have a Swim speed of 30 feet. ::Superior Darkvision: You have Darkvision to a range of 120 feet. ::Sunlight Sensitivity: You have Disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ::Natural Armor: When not wearing armor, your Armor Class is 13 + your Dexterity modifier. ''Ulyssies:'' ::Ability Score Increase: +1 Dexterity, +1 Wisdom ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ::Climber: You have a Climb speed of 30 feet. ::Tremorsense: You have the Tremorsense (10ft radius) vision trait.
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