"You are a wasteland nightmare, with razor-sharp appendages, terrifying physical size, and latent psionic abilities. Do you embrace your natural killing prowess, or leave the hive wishing to learn more about the vertebrate species of Lugeste's surface?"
Deep beneath the Euphemian Wastes resides a sprawling subterranean hive, built and maintained by the Thri-Kreen for untold thousands of years. These hulking insects live to serve a mysterious, swollen queen.
Playing as a Thri-Kreen
Ability Score Modifiers - Thri-Kreen are physical titans, possessing tremendous exoskeletal strength, insectoid reflexes, and a hardy constitution. They are, however, universally feared by the vertebrate species. They gain +4 STR, +2 DEX, +1 CON, -4 CHA.
Type & Size - Thri-Kreen are large aberrations with the Thri-Kreen subtype.
Languages - Thri-Kreen speak Thri-Kreen and understand Lugessan.
Alien Mobility - Thri-Kreen anatomy grants them a variety of different ways to get around. 35 ft. move speed, 20 ft. climb speed, 10 ft. dig speed, 30 ft. + STR roll ft. jump distance.
Alien Vitality - A Thri-Kreen lives for thirty years. Thri-Kreen are physically unable to sleep. To gain the benefits of a long rest, a Thri-Kreen must spend four hours limited to light physical activity.
Sexual Dimorphism - Female Kreen are larger, colorful, and have wings that grant a 60 ft. glide speed.
Weird Body - A Kreen's top two arms are scythe-like blades. They are STR weapons that deal 1d10 slashing damage. Their bottom two arms can do most things that a human’s arms can, but they are positioned awkwardly, making long weapons difficult to use. Most equipment is not made to fit a Thri-Kreen.
Chitin Plates - A Thri-Kreen gains a +3 natural armor bonus, with DR 4 from physical sources.
Murderous Chatterbox - Thri-Kreen can mimic most voices and sounds that they have heard, using them to their advantage to lure prey. Roll a d10 three times, rerolling on repeated rolls, to find what sounds a Kreen can mimic upon character creation.
1 - The squawk of a Carbonix.
2 - The shot of a rifle cracking through the desert air.
3 - A human conversation that you heard from a distance.
4 - A Dalmalak muttering to himself about a Thri-Kreen.
5 - The pained groan of a beast of burden.
6 - Rapid footsteps.
7 - A door opening.
8 - A sword clattering to the ground.
9 - A crackling fire.
0 - A crying baby.
Amber Secretion - When a Thri-Kreen is injured, it begins to secrete a sterile-smelling orange resin from its mandibles that it can use to spit into its wounds and accelerate its natural healing process. As an action, an injured Kreen may use this ability to heal 1d10+character level HP, or reattach a lost limb. This ability can be used a number of times equal to their CON modifier before taking a long or short rest.
Cold-Blooded - Thri-Kreen are vulnerable to cold damage, and their speed is halved at temperatures below 50 degrees Fahrenheit.
Weird Lungs - A Thri-Kreen cannot be fully submerged in water. If they are, they immediately begin to drown. If a Thri-Kreen is in a humid environment for too long, they will begin to develop mold in their organs.
Wasteland Adaptation - The short lifespan of the Kreen results in more spontaneous mutations and genetic variance. At character creation, or upon levelling up, roll once on the table below for an ability. If they are mutated through any other effect, they must roll a Fortitude save, which they have the option of automatically failing. On a fail, they may lose a mutation and reroll.
1 - Oral poison glands increase dramatically in size. Gain a "Bite" attack. Deals 1d6 piercing damage and victim must roll a FORT save, DC 8 + Your CON modifier. On a fail, they are poisoned and paralyzed for one minute.
2 - Gain an additional X chromosome. Wings sprout, granting a 40 ft. hover speed. If your character is female, reroll.
3 - Gastrointestinal flora proliferate and migrate throughout the Kreen's upper digestive tract. Once per short rest, you may breathe forth a 15-ft cone of flame, any creatures caught within must roll a REF save. On a fail, they take 4d6 fire damage. Otherwise, damage is halved. Voice deepens and grows hoarse as a result of excess tissue in the esophagus. After using this ability, a Kreen's thorax sheds bright light for 30 feet, and dim light for an additional 15 feet for ten minutes. A Kreen must rest or eat a day’s food before using this ability again.
4 - Newly molted chitin possesses photoreceptors allowing for a Kreen to appear entirely invisible, at the cost of generating heat. While invisible, a Kreen loses cold vulnerability and takes 1d6 necrotic damage per round spent invisible.
5 - Genetic variation found rarely in coastal Kreen manifests. Two rear legs turn into crude flippers. Grants a 30 ft. swim speed and removes any issues a Kreen may experience with water exposure.
6 - Tohr-Kreen subspecies. Thorax atrophies, leaving a single pair of legs. Scythes develop into a second pair of hands. Reduce size to medium, and speed to 30 ft. More gear fits you.
7 - Poorly formed chitin reduces base AC by 3.
8 - Genetic adaptation designed to reduce sexual cannibalism. Blood becomes highly acidic. When a creature within five feet of you damages you with a physical attack, they must make a REF save. On a fail, they take 2d8 acid damage.
9 - Amber-producing enzymes dwindle in number, reducing HP regained through "Amber Secretion" to 1d6.
10 - Light in the IR spectrum produced by a Kreen's eyes for communication increases dramatically in terms of color range and power. Once per short rest, a Kreen may produce a tremendous flash from their eyes. Creatures within a 15 foot cone must make a DEX save, on a fail, they are blinded. Creatures in a 10 foot cone take 1d8 radiant damage.
11 - Chitin grows uncomfortably thick. AC increases by 3, speed is reduced by five feet, and DEX is reduced by 2. This penalty has a 50% chance of being lost on next molt.
12 - Your antennae grow tiny, hair-like frills that extend in every direction. Gain truesight 10 ft.
13 - Your blades thin and lengthen. Your natural weapons now use a d8 as their damage die and have “finesse”.
14 - Your poison glands begin to produce small beads of amber resin which infuse with your venom. As an action, you can spit a hard, poisonous projectile at a creature within 30 ft. It is considered a natural weapon, and uses DEX as its attack stat. On a hit, it deals 1d4 piercing damage and the target rolls a DC13 Fortitude save. On a fail, they begin to suffer from paralysis.
15 - Your mandibles extend and become more dexterous. You can skillfully use them to stitch the wounds of vertebrate creatures using your Amber Resin. You may now use Amber Secretion on a non-Kreen creature.
16 - Thin stiff hairs sprout from your chitin. As a reaction, you can shoot them all at once to stun nearby creatures. Creatures within 15 feet of you must make a REF save with a DC equal to 8 + your highest BAB + your CON modifier. On a fail, they're blinded for one minute and stunned for one round. You must complete a long rest before using this ability again.
17 - Tucked away in your mandibles is a needle-like probiscis. You gain a new natural weapon that is only usable on a grappled or immobilized enemy. It uses a d6, and you heal HP equal to the damage that you deal with it. An enemy reduced to 0 HP by an attack with your probiscis is knocked unconscious.
18 - When you gain this mutation, you are suddenly compelled to wander somewhere secluded and out of sight of your allies. You are gone for 1d4 days. When you return, you have a fully developed set of wings resembling an exoskeletal membrane. You gain a 25 ft. fly speed.
19 - Your infantile teeth, folded neatly in your larynx, regrow. Your bite causes
Bleeding on a hit without fail.
20 - A twin that has developed dormant within you throughout your life has suddenly awakened. You can feel it twitching...
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