Dark Sun

Races

Thri-Kreen

Traits

As a thri-kreen, you have all the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Languages: You can speak, read, and write Thri-kreen and Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Leap: You have advantage on all Athletics checks made to jump. Additionally, you are always considered to have moved at least 10 feet prior to jumping, even if you did not move at all.
Torpor: Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor to gain the benefit of an extended rest.
Deadly Predator: Your limbs end in claws, and your bite is built to dissect living prey. Your unarmed attacks deal slashing damage. When you succeed on a check to restrain a creature you are grappling, you may automatically bite it. Your bite is a natural weapon dealing 1d4 piercing damage, and in addition a creature bitten has its speed reduced by 10 feet and has disadvantage on Dexterity checks and saving throws. This is a poison effect that lasts for 1 hour.
Insect Limbs: You have four arms where other humanoids have two. Your insectoid anatomy allows you to hold more items than a human could: for example, two weapons and a torch. You have two primary limbs and two secondary limbs. Your secondary limbs are not strong or coordinated enough to make attacks (although see Mantis Warrior within the To'ksa subspecies for an exception).
Subspecies: Choose a subspecies. Two options are listed below:

Jeral

Ability Score Adjustment: Your starting Wisdom score increases by 1.
Psionic: You can cast the spell color spray once per day.

To'ksa

Ability Score Adjustment: Your starting Strength score increases by 1.
Mantis Warrior: Your tribe fights in a flurry of obsidian knives. When you engage in two-weapon fighting, if both of your attacks miss and another one of your secondary limbs is holding a light weapon, you may make one additional attack with the weapon in your extra hand. If this attack misses, and your other secondary limb is also holding a light weapon, you may make one additional attack with the weapon in that hand. You do not add your Strength or Dexterity modifier to the damage dealt by weapons wielded in your secondary hands.

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