Thri-kreen
Thri-kreen
Medium humanoid (thri-kreen), chaotic neutralMedium humanoid (thri-kreen), chaotic neutral
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
[b]Chameleon Carapace.[/b] The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
[b]Standing Leap.[/b] The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.
[b]Multiattack.[/b] The thri-kreen makes two attacks: one with its bite and one with its claws.
[b]Bite.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one creature. Hit: 4 ([1d6+1]) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
[b]Claws.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target. Hit: 6 ([2d4+1]) slashing damage.
Legendary Actions
Details
Variant: Thri-kreen Weapons and Psionics
Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains the following action options:
Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.
Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.
Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage.
A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders.
A psionic thri-kreen has telepathy out to a range of 60 feet and gains the following additional trait:
Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:- At will: mage hand (the hand is invisible)
- 2/day each: blur, magic weapon
- 1/day: invisibility (self only)
Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains the following action options:
[b]Weapons Multiattack.[/b] The thri-kreen makes two gythka attacks or two chatkcha attacks.
[b]Gythka.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target. Hit: 5 ([1d8+1]) slashing damage.
[b]Chatkcha.[/b] Ranged Weapon Attack: [+4] to hit, range 30/120 ft., one target. Hit: 5 ([1d6+2]) slashing damage.
A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders.
A psionic thri-kreen has telepathy out to a range of 60 feet and gains the following additional trait:
[b]Innate Spellcasting (Psionics).[/b] The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:
[*] At will: [spell]mage hand[/spell] (the hand is invisible)
[*] 2/day each: [spell]blur[/spell], [spell]magic weapon[/spell]
[*] 1/day: [spell]invisibility[/spell] (self only)
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