Thir-Kreen (5e Race)

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Thri-Kreen[edit]

Physical Description[edit]

Thri-Kreen are tall, humanoid mantises. They have long legs and long arms with a smaller set of arms below their normal ones. They do not have hair and istead of antanee and mandibles. They have a thick carapace granting them natural armor.

Society[edit]

Thri-Kreen are wanderers and isolationists wandering the deserts and savannahs, avoidng all other races. Thir-Kreen consider all other living creatures as potential nourishent, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the Thri-Kreen aren't likely to attack on sight. Thri-kreen kill to survive, never for sport.

Communication[edit]

Thri-kreen employ a language without words. To show emotiong and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to nterpret and impossible to duplicate. When forced to interact with creatures of other intelllegent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass. Thri-kree who communicate with other intellegent creatures frequently usually learn how to write.

Thri-Kreen Traits[edit]

Wanderers of the deserts and savannas of the world, avoiding all other races.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Thri-kreen reach maturity at around five and live to be about 30 years old.
Alignment. Thri-kreen are very unpredictable and tend to lean towards more chaotic alignments.
Size. Thri-Kreen can vary in height and can be as small as 4.5 feet to a large 7 feet. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Chameleon Carapace. You can change the color of your carapace to match the color and texture of your surroundings. As a result, it has advantage on Stealth checks.
Standing Leap. Your long jump is 30 feet and your high jump is 15 feet, with or without a running start.
Mandibles. You can use your mandibles as a weapon. +3 to hit, one creature. Hit: 1d6 + your Strength modifier piercing damage, and the target must make a DC Constitution saving throw equal to 10 + your Constitution modifier or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target I 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. You cannot use this feature again until you have finished a long rest.
Sleepless. Thri-Kreen don't require sleep and can rest while remaining alert and performing light tasks.
Natural Armor. You have a tick carapace granting you natural armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Languages. You can speak Thri-Kreen and can also read and write Common but you cannot speak it.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
7′ 0'' +1d8 inches 300 lb. × (Height modifier x 3) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Suggested Characteristics[edit]

When creating a thri-kreen character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 You never waste fod
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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