Thri-kreen | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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MMG pg. 288

Thri-kreen

Thri-kreen wander the isolated places of the world. Avoiding most other races.
ability score increase: Wis + 1
age: Up to 30 years
alignment: usually chotic neutral
Size: Medium
speed: 40ft
Languages: Common, Thri-kreen
sub races:


race features:
Sleepless- cannot be put to sleep and cannot sleep. A long rest involves doing no strenuous activities for at least 6 hours of an 8 hour stretch.
Chameleon Carapace- Thri-kreen can change the color of their carapace to match the color and texture of their surroundings. As a result, they have advantage on Dexterity (Stealth) checks made to hide.
Standing Leap- Thri-kreen have a long jump that is up to 30 feet, and a high jump of up to 15 feet, with or without a running start.
Bite- Instead of an Unarmed Strike Thri-kreen can make a Bite attack. The damage is 1d4 + your Strength modifier. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. If the target fails by 5 or more they are also paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
Claws- Instead of an Unarmed Strike Thri-kreen can make a Claw attack. The damage is 1d6 + your Strength modifier.
Innate Spellcasting- You can cast the Mage Hand cantrip at will. When you do so the hand is invisible. At level 3, you gain the ability to cast Blur and Magic Weapon once per day each without providing any material components. At level 5, you gain the ability to cast Invisibility on yourself only once per day without providing any material components. Your spellcasting ability modifier for these spells is Wisdom.
Darkvision- 60 feet
Proficient with Perception
Four Arms- You can add your Ability Modifier to the damage of the second hit while dual wielding. In addition, you can provide the somatic components to a spell even if you have a shield or weapon in two hands.   Desert Thri-kreen:
Ability Score Increase: Your Dexterity increases by 2
Heat-Adapted: You are used to being in dry and hot environments. You do not suffer from extreme heat up to 125 degrees Fahrenheit. You also can go up to 2 full days without water without suffering ill effects.   Jungle Thri-kreen:
Ability Score Increase: Your Constitution increases by 2
Jungle Life: You are used to hot environments where disease spreads easily. You do not suffer from extreme heat up to 110 degrees Fahrenheit without water, or up to 130 degrees Fahrenheit with it. In addition, you have advantage on Constitution saving throws against diseases and poisons.

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M1k4h#5.

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