Thri-Kreen


Fierce hunters and faultless trackers, the Thri-Kreen are a race of insect-folk sometimes known as mantis warriors. They are alien and inscrutable creatures who seem to be bloodthirsty monsters to those who do not know them well.
 

Species Name: Thri-Kreen, Mantis, Mantid

Type: Humanoid Insect

Physical Traits: The Thri-Kreen resemble humanoid mantids with golden-brown colouration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, and venomous bites. Thri-Kreen have no need of sleep and can remain active through the day and night. Six limbs protrude from their midsection, two are used for walking and the other four end in hands. The tough, sandy-yellow exoskeleton is extremely hard. A Thri-Kreen has two compound eyes, usually black with highlighted eyespots, two antennae, and a complicated jaw structure that manipulates food as the Thri-Kreen chews. The antennae help the individual to manoeuvre through brush and grasslands in the darkness. The Thri-Kreens’ chitinous exoskeletons give them AC 5 naturally. Unarmed, Thri-Kreen can attack with 4 claws and 1 bite attack per round. If using a weapon, Thri-Kreen can attack with weapon and bite. This ability allows Thri-Kreen to leap 20 feet straight up or 50 feet forward.

Height: Mature adult Thri-Kreen are 7 feet tall at the shoulder and 11 feet long.

Weight: 300lbs

Abilities: Thri-Kreen are immune to charm person and hold person spells. Venom is delivered through a Thri-Kreen’s bite. Anyone bitten must make a successful save vs. paralyzation or be paralyzed for 2D10 rounds. A mature Thri-Kreen can dodge missiles fired at it with a roll of 9 or better on D20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Thri-Kreen hatch from eggs. Those who hatch from the same group of eggs are considered a clutch. The bond of a clutchmate goes beyond family or friendship. When Thri-Kreen enter humanoid society. they still feel compelled to belong to a clutch and often accept humanoids as clutchmates. Thri-Kreen are monogamous and never betray the bond between mates. Mating usually takes place late in the year at the time of the ascending sun. From 10-30 eggs are laid approximately 30 days later. Eggs not eaten by predators hatch about 60 days later. Thri-Kreen advance one age category per year until they become mature adults.

INT: 3D6 +1, WIS: 3D6, STR: 3D6, DEX: 3D6 +3, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: CON +D20, AC: 5

Orbit/Climate: See Earth

Feeding Habits: Thri-Kreen are carnivores. They seldom hunt other intelligent creatures for food, but will do so in times of need. Mantis warriors have a well-known taste for Elves, which keeps both races at an uneasy peace at best.

Lifespan: 50 years

Technology: 2

Culture: Diversified mix of kind and evil people.  Thri-Kreen dwell in temperate deserts and plains. Thri-Kreen are formidable nomadic hunters who respect the land and hate creatures that despoil it. They will attack anyone who disturbs their home. The Thri-Kreen society is very organized, and they have a strong hive mentality when in groups. The majority of Thri-Kreen are hunters, concerned primarily with finding enough prey to support the pack. Thri-Kreen hunters seldom attack other sentient beings for food, but will defend themselves if attacked.

Thri-Kreen attack in a well-coordinated group, generally weakening their enemies with psionics and missile weapons before engaging in melee. They also stalk prey and are relentless in their pursuit. Because Thri-Kreen do not sleep, their ability in siege combat is superior. A raiding party can continue an assault long after their opponents have tired. Though Thri-Kreen can win most battles by force, they win some through attrition and endurance.

Thri-Kreen clutches and packs are organized along a strict order of dominance. The toughest member is the leader, the second most powerful is the second in command, and so forth. A Thri-Kreen can challenge a superior for dominance, initiating a contest. The combatants fight until one surrenders or dies. Afterward, the matter is settled and there are no lingering resentments, because all Thri-Kreen agree that a strong leader makes a strong pack. The challenger is doing what is best for the pack, not seeking personal gain, and after a challenge, both individuals can go about their business, confident of their status within the group.

When Thri-Kreen are not engaged in hunting, they make and repair weapons, teach skills to their young, and create works of art, usually sculpture. Thri-Kreen also decorate their chitin with etchings or sometimes paints. Thri-Kreen also pride themselves in the quality of their weapons, especially the chatkcha. Many chatkcha are decorative as well as functional and have designs carved into them. Some chatkcha become heirlooms and are passed on from generation to generation within a pack. If an heirloom chatkcha is lost or stolen, Thri-Kreen consider it a point of honour to recover it.

When raiding instead of simply hunting, Thri-Kreen are rarely interested in items with monetary value, usually concentrating on those things they can eat. Thri-Kreen packs carry little that could be considered treasure, though their weapons and tools are considered valuable by some. Thri-Kreen chitin can also be used for armour by humanoids if care is taken.

Government: Tribal Council

Population: 1,250,000


 

Creating a Thri-Kreen character

Step 1: Attributes
Roll attributes as normal but INT is +1, DEX is +3, MR is 4D6 and AC is 5. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Thri-Kreen gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to their normal sight.

Venom Bite - Anyone bitten must make a successful save vs. paralyzation or be paralyzed for 2D10 rounds.

Additionally Thri-Kreen start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Dodge Missiles 5 Thri-Kreen can dodge missiles fired at him with a roll of 9 or better on D20; they cannot dodge magical effects, only physical missiles. +1 to the roll each time this is rebought.
Immune 5 Thri-Kreen are immune to charm and hold magic.
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Insect Empathy 5 The character can establish telepathic communication with any normal or giant insect within line of sight if he does nothing else in the round. The insect must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this insect as an ally. Once he does so he permanently psionically links with the insect turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Intimidating 10 This character has greater presence, +1 CHA.
Natural Chameleon 5 Using this ability the Thri-Kreen can blend into and render himself nearly invisible in the desert, savanahs, or any other mountainous area with arid terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Thri-Keen's extensive experience and training in desert combat they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races