Thri-kreen Species in Vandrius | World Anvil
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Thri-kreen

Thri-kreen are insectoid humanoids found on the continent of Kyxix. They communicate with a species-specific combination of clicks, body movements, and antennae waves, though it is suspected that pheromonal communication allows for more subtlety than most humanoids can decipher. Though non-thri-kreen can learn to understand the basics of thri-kreen communication, it’s impossible to speak. Most thri-kreen understand Common with the same level of understanding. Unless a thri-kreen has spent significant time with non-insectoid humanoids, they make all Insight and Persuasion checks at disadvantage. The same is true of mammalian humanoids when dealing with thri-kreen.   Thri-kreen society is divided into social castes, based largely on the many variations in their species.  Typical social heirarchies consist of a ruling Vespid queen, Mantid nobility and knights, Coleid (Beetle) law enforcement, Formid (Ant) and Apoid (Bee) working class, and the Roachoid lower class.     The Thri-kreen are an industrious people, and build large cities to honor their queens.  War between colony-cities is uncommon, but devastaing when it occurs.   Recent technological advanges due to the discovery of large coal deposits within Kyxix has led to an industrial boom for the Thri-kreen, with steam-power fueling even larger and more advanced cities.   

Thri-kreen Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.   Age. Thri-kreen reach maturity within 1 year of birth, while few live longer than 30 years.   Size. Thri-kreen are slightly taller than normal humans, though they are lighter than they look. Your size is Medium.   Speed. Your base walking speed is 40 feet.   Darkvision. You have darkvision to a range of 60 feet.   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.   Poison. Creatures that take damage from your bite attack must make a Constitution save (DC = 8 + proficiency modifier + your Constitution bonus) or become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Creatures who succeed on any saving throw against your poison may not be affected by your poison attack again for 24 hours. You may use this ability a number of times per day equal to your proficiency modifier. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way.   Claws. A thri-kreen’s unarmed damage is 1d4 slashing + Strength modifier.   Natural Armor. If you are wearing light or no armor, your base AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Thri-kreen that choose to wear armor must have it specifically designed, doubling its base cost. Magical armor designed for humanoids does not typically adapt to a thri-kreen’s multi-limbed body structure.   Standing Leap. Your long jump is up to 30 feet and high jump is up to 15 feet, with or without a running start.   Sleepless. Thri-kreen do not sleep and can take a long rest while remaining alert and performing light tasks.   Chameleon Carapace. At 6th level, you can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide. You lose advantage if you move more than half your speed in a round.   Extra Limbs. You may have a total of 4 hands worth of items readied at any one time.   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 built for life in the water. You make all checks involving swimming at disadvantage.   Weapon Proficiency. Thri-kreen employ two unusual weapons, the polearm-like gythka, and the throwing blade, chatkcha. These weapons are usable by any thri-kreen trained in martial weapons. See the Monster Manual for more details.   Languages. You speak Thri-kreen, and can understand and read, but not speak, one other language (typically Common). The thri-kreen language is not known to have a written equivalent.

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