Hulking insect-men standing as tall as 7 feet at the shoulder. The
individual thri-kreen is a six-limbed creature with a tough, sandy-yellow
exoskeleton. Its hind legs are the most powerful, used for walking, running,
leaping. The four forward limbs each have a hand with three fingers and an
oppposable thumb. A thri-kreen's exoskeleton is extremely hard, and gives
the creature a base armor class of 5.
A thri-kreen's head has two large eyes, two antennae, and a small-but-powerful
jaw. The jaws work from side to side and have several small extensions that
grab and manipulate food while its being eaten. The eyes are jet black and
multi-faceted, separated to either side of th ehead. The antennae are all
but vestigial, serving only to hlhelp manueurver through brush and grasslands
in the darkness (they also serve to lessen any darkness or blindness based
penalty by 1 point (or 5%)-ranged activities (like missile combat) do not
gain this benefit). Thri-kreen must eat flesh, preferably raw and bloody.
They do not eat any other type of food. Failure to eat flesh over a weeks
time, will make them weak and temporarily loose -1 from Str/dex/con, until
they get a fresh meal of flesh, albiet from a creature or humanoid.
Thri-kreen have no need of sleep. Thri-kreen characters can remain active
through the day and night.
Thri-kreen make and use variety of weapons. Chief among them are the GYTHKA,
a polearm with wicked blades at either ene, and the CHATKCHA, a crystalline
throwing wedge. They also fashion amny forms of clothing, but never wear
armor.
Thri-kreen can use most magical items such as wands, rods, staves, weapons,
sheilds, and most miscellaneous magic. Those items, however, designed to be
worn by demihumans, such as rings, girdles, armor, and cloaks, willl not
function for a thir-kreen because he simply cannot put them on. Unless
otherwised stated, magical items are designed for use by demihumans.
The pack is the single unit of organization among the thri-kreen, generaly
having 2-24 individuals. The pack is always on the hunt, never idle-there
are no permanent thri-kreen communities. The so-called thri-=kreen nations
are in fact, not organized as such, or are they thought o as nations by the
manits warriors. The nation sare humanoid conventions to delineate on maps
where the thri-kreen thrive and dominate.
Thri-kreen are carnivores and the pack is constantly on the hunt for food.
They consider the other player character races as potention food stock, but
only prey on other intelligent creatures in times of desperation. the manits
warriors have well-=known taste for elves, which keeps both reaces at an
unesasy peace when they are forced to cooperate.
Thri-kreen players can become any character class they wish to, but regardless
of class, they gain certain advantages as he increases in expericne levels.
A thri-kreen has formidable natural attacks. They are able to make one bite
and four claw attacks per round. Each claw strikes for 1d4 points of damage,
and the bite inflicts 1d4+1 points of damage. If using a weapon, the
thri-kreen can attack with its weapon and bite; multiple attacks due to the
fighter level only apply to the weapon.
A thri-kreen can leap up and forward when he reaches 3rd level. The
thri-kreen can leap 10 feet straight up or up to 15 feet straight foward.
They cannot leap backward.
A thir-kreen can use a venoumous saliva against opponents when he reaches
5th level. Those struck by th thri-kreen's bite must save vs. paralyzation
or be paralyzed; smaller than man-sized creatures are paralyzed for 2d10
rounds, man-sized for 2d8 rounds and larger for 1d8 rounds. Creatures
classified as huge or gargantuan are only affected for one round.
A thri-kreen masters the use of the chatkcha, a crystal throwing wedge, when
he reaches 5th level. The chatkcha can be thrown up to 90 yards and still
return to the trower if it misses the target. When it hits, a chatkcha
inflicts 1d6+2 points of damage. In game terms, a thri-kreen gains an
automatic bonus proficiency in chatkcha on reaching 5th level. If he has
previously spent a proficiency slot on the chatkcha, the thri-kreen gains
nothing for eaching 5th level.
A thri-kreen can dodge missiles fired at it on a roll of 9 or better on
1d20 when he reaches 7th level. He cannot dodge magical effects, only
physical missiles. Magical missle weapons (enchanted arrors, thrown axes,
etc.) modify this roll by their plus.
Thri-kreen add one to their initial Wisdom score and add two to their
initial Dexterity scores. Their intellect and behaviour are such that
they subtract one from their initial Intelligence score and subtract two
from their initial Charisma score.
Roleplaying: A thri-kreen's obsession is the hunt. Thri-kreen are skilled
and wise hunters-skilled enough to bring down the aniamsl tehy need, wise
enough to move on before they completely deplete an area of prey.
From birth, all thri-kreen are involved in the hunt-the young are concerned
with preparation and preservation of hunted food, elders are hunters. There
are no distinctions between male and female thri-kreen in their pack society.
To outsiders, thri-kreen sometimes seem overly preoccupied with the gathering
of food, hunting, and mantaining stocks of travel food. Since they do not
sleep, thri-kreen often hunt through the night while other races they are
workign with are "needlessly lying around."
Their pack intelligence also makes them protective of tehir clucth-mates.
To a thri-kreen, his clucth or pack includes whoever he is with at the time
of danger. It is instinctive for a thri-kreen to leap ito battle to protect
those he is with, regardless of personal danger. But this varies depending
on the thri-kreens alignment.
HEIGHT IN INCHES:
BASE: 82/82
WEIGHT IN POUNDS:
BASE: 450/450
STARTING AGE: 6
CONSIDERED VENERABLE AGE: 25
Racial Adjustment Score:
+2 DEXTERITY
+1 WISDOM
-2 CHARISMA
-1 INTELLEGENCE
MODIFIER: 1D4
MODIFIER: 1D20
WILL LOOSE -1 STR/DEX