Thri‐kreen are intelligent beings born from eggs that possess a mindset very different from any other humanoid. They roam the wastes in packs, hunting for food day and night. Thri‐kreen are quick and agile and make fearsome fighters, feared throughout the wastes. They refer to thri-kreen who have become city dwellers as “tohr-kreen,” meaning “settled person,” whereas thri-kreen means “wanderer-person.”
Languages. You can speak, read, and write Common and Kreen.
As a thri-kreen, you have certain traits in common with your people.
Health. Your health increases by 8.
Age. Thri-kreen grow quickly, moulting their childish carapace, and reach adulthood at age five. However, their average life expectancy is just 30 years.
Size. Thri-kreen have a light, slender build. A typical thri-kreen is 2.15 meters tall, 3.25 meters long, and weighs 125 kilograms. Unlike other species, variation in height and weight is nominal. Your size is Medium.
Speed. Your base walking speed is 11 meters.
Darkvision. You can see in dim light within 18 meters 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.
Extra Arms. You have four arms, which can carry items normally and allow you to interact with one extra object for free on your turn. If you wield a weapon with two hands or wield two weapons, you cannot benefit from a shield until the start of your next turn.
Chameleon Carapace. You can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Stealth checks made to hide.
Sleepless. You require no sleep and magic can’t put you to sleep. You receive the benefits of a long rest even if you spend eight hours engaged in light activity.
Natural Jumper. Your powerful legs allow you to jump twice as far as a human. Double your Athletics result to determine how far you can jump.
Natural Armor. You have a tough carapace. When you aren’t wearing armor, your Defense is 12 + half your proficiency bonus + your Dexterity. You can use your natural armor to determine your Defense if the armor you wear would leave you with a lower Defense. A shield’s benefits apply as normal while you use your natural armor.
Bite. Your mandibles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.
At 9th level, your bite become more deadly; the damage increases to 1d6 + your Strength or Dexterity.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.
At 9th level, your claws become more deadly; the damage increases to 1d6 + your Strength or Dexterity.
Survivor. You are capable with the Wilderness skill.