Thri-kreen

The Thri-kreen are an insectoid people of lean chitin and silent movement, their origins whispered to lie in the deepest reaches of Aigusyl’s untamed wilderness—especially in the sun-scorched wastes and shifting savannahs where few others survive. With four arms, compound eyes, and mandibles that click softly in rhythm with their speech, they are strange to many, but carry a rich and ancient culture bound not to stone or cities, but to memory, survival, and the silent communion of the mind.

Covered in plates of hardened exoskeleton that vary in hue from sandy ochre to obsidian black, Thri-kreen are both hunters and survivors. They have no need for sleep as other races do and rarely build permanent settlements, instead traveling in small nomadic groups called kik’taka, or “clutch-kin.” They leave little trace of their passing, their philosophy deeply tied to the impermanence of the world. To the Thri-kreen, survival is not conquest, but balance—moving like wind over stone, never exhausting the land, never overstaying a season.

Lacking vocal cords, the Thri-kreen speak in clicks and pheromone trails, but communicate most fluently through a form of limited telepathy. This gift allows them to share thoughts, memories, and emotions directly with others, weaving a form of understanding that transcends language. Within their clutches, bonds are unshakable, forged not by words but by shared purpose and instinct. Yet to outsiders, this silence often breeds mystery—and unease.

While they appear alien to most humanoids, Thri-kreen are deeply philosophical in their own way. They follow ancient cycles of life, death, and rebirth traced in the migration of stars and the molting of their kind. Many believe in a concept called Kek’tazul, or “The Still Turning,” a great pattern of instinct and purpose that all living things contribute to. They do not worship gods in the typical sense, though some acknowledge Aetherial, the Creator, as a distant and unknowable force of origin.

In combat, Thri-kreen are swift and deadly, favoring speed, ambush, and the use of natural weaponry. Their chitinous claws can rend flesh, and many forge powerful weapons from bone, stone, or crystallized resin. Some become scouts, assassins, or warriors of the wastes, while others act as diplomats and interpreters, bridging the mental gap between peoples through shared thought.

To many, the Thri-kreen are elusive and enigmatic, shaped by lands that do not forgive weakness. Yet those who earn their respect will find unwavering allies, thoughtful companions, and hunters whose bond transcends speech. They are the memory of ancient deserts, the whisper of instinct in still air, and the last to fall when the world forgets its balance.


SAiS

Thri-kreen

MONSTROSITY

Thri-kreen Traits

Size: Small or Medium (2-6ft)

Speed: 30ft

As a Thri-kreen, you have these special traits.

Chameleon Carapace

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Sleepless

You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy

Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, 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).