"This one does not speak with the quivering soft shells that lay about all night. This one might eat you, but never speak." -Tu'tochuk
Thri-kreen ("Kreen" for short) are the strangest of the intelligent races of the Tablelands. These insectoid beings born from eggs possess a mindset very different from any humanoid being encountered. They roam the wastes in packs, hunting for food day and night, since they require no sleep. Thri-kreen are quick and agile and make fearsome fighters, legends 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."
Mature thri-kreen stand abut 7 feet tall, with rough body length of 11 feet. Their four arms end in claws; their two legs are extremely powerful, capable of incredible leaps. However, thri-kreen are unable to jump backwards. Their body is covered with a tough exoskeleton that grants the thri-kreen protection from blows. Their head is topped with two antennae, and their two eyes are compound and multifaceted. Thri-kreen mouths consist of small pincers. Male and female thri-kreen are physically indistinguishable.
Thri-kreen usually do not wear clothing, but sometimes will wear a sort of harness to carry equipment. Many wear leg or armbands, or bracelets. Some attach rings on different places on their chitinous carapace, though this requires careful work by a skilled artisan. While most thri-kreen appear identical to others not of their species, their nuances of exoskeleton development render them quite unique in their view. Pheromone release modifies their eye coloration: light for pleasant feelings and dark for distress. They are carnivores and become sick if eating plants, the only exception being a handful of common spices and fruit-based potions.
Since thri-kreen do not require sleep, they have difficulty understanding this state of "laziness" in others. Other behaviors of humanoids seem unnecessarily complex. A kreen's life is simple: hunt prey. Kreen live for the hunt, and own only what they can carry. Their knowledge is largely passed by an instinctual racial memory shared with the clutch. At birth, they already know what animals make the best prey and ways to catch them.
The pack mentality dominates a kreen's relationship with others. Kreen hunt in small groups and will move to other areas rather than depopulate an area of prey. A kreen that joins a group of humanoids will often try to establish dominance in the group. This can be disconcerting for those unaware of the kreen's behavior.; since establishing dominance usually means making threatening gestures. Once the matter is settles, they will abide by the outcome. Thri-kreen view humanoids as possible sources of food but rarely hunt them as humanoids are not simple prey. Many kreen have a particular taste for elves; as such, meetings between these two races are often tense. However, once part of a clutch, thri-kreen will never turn on their humanoid friends, even in the worst of situations.
Kreen have a severe fear of any water larger than a puddle as they cannot swim nor float. They have no idea how to ride another creature and find the concept alien and nonsensical.
Contrary to the variety of humans, thri-kreen are largely predisposed to tasks due to their racial memory. They have no wizards; their lack of natural sleep and need to hunt makes it impractical, but kreen take to psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One, a legendary leader from many clutches past.
Kreen physiology gives it several natural advantages that compensate for not being able to utilize items commonly worn by other races.
Ability Score Increase: Your dexterity increases by 2, and you may increase one other of your choice by 1.
Age: A thri-kreen is born from an egg and becomes fully mature at 6 years. They demonstrate no effect of aging until they reach the end of their life cycle around 30 years. Sensing their death, such thri-kreen go on a final hunt.
Alignment: Most thri-kreen are chaotic, acting in whatever fashion benefits the pack mentality, and this rarely leads them to philosophies of good or evil.
Size: A typical thri-kreen is 7 feet tall, 11 feet long, and weighs 450 pounds. Unlike other races, variation in height and weight is nominal and a few inches or pounds at most. You occupy a 10 foot by 10 foot space and have a reach of 5 feet. Your size is Large.
Speed: Your base walking speed is 40 feet.
Carapace: Your chitinous plate provides a natural armor class of 12 + your Dexterity modifier. You cannot wear armor but you may carry a shield.
Thri-Kreen Physiology: You only require 1 gallon of water per week. You cannot swim. You cannot wear gloves, boots, helms, suits of armor, or other items worn by humanoids except jewelry.
Sleepless: You require no sleep and are immune to sleep effects. You need only 4 hours of light activity to gain the benefits of a long rest. You are not required to make saves for a Forced March.
Thri-Kreen Weapon Training: You are proficient with the gythka, chatkcha, and your claws and bite.
Claws: Your claws can be used to make a single attack for 1d4 + Strength modifier slashing damage. At 5th level this increases to 2d4.
Bite: Your bite can be used to make an attack for 1d4 + Strength modifier piercing damage. At 5th level, you add thri-kreen venom to your bite. A target must make a Constitution saving throw or be poisoned for 1 minute; if failed by 5 or more, the target is paralyzed for the duration. The target repeats the save at the end of each of its turns to end the effect. The DC is 8 + proficiency bonus + Constitution modifier.
Additional Arms: You have two ancillary arms below your main ones. Each of these weaker arms can hold items but not effectively wield weapons or shields. You may use your extra arms to stow or retrieve one item each turn without using an action and may freely swap items between your arms without using an action,
Leap: At 3rd level, your legs have grown powerful enough to jump 50 feet forward, or 20 feet straight up, without a running start. You cannot jump backwards.
Languages: You can speak Thri-Kreen and Common. Thri-kreen is a language composed of clicks and whirring, antennae movements, and pheromone emissions that non kreen find too difficult to interpret and impossible to duplicate. When you speak other languages you use a high-pitched voice.
You tend to rely on your natural attacks and special kreen weapons. Everything you kill is a potential dinner. You have a strong need for a party leader - obedience to this leader in the party is important to you. If you seem to be the most powerful and capable, then you will assume leadership; if someone challenges your authority then you will wish to test whether they are in fact stronger than you. It is not a questions of vanity; you won't fight until the death, but merely to ascertain who is worthy to lead the party. You do not have the focus of a dwarf to complete a project, but you would give your life to protect your companions. If you did not trust and honor them, then you would not travel with them and work together with them. You do not understand the concept of sleep. It disturbs you that your dra (sentient meat creatures like humans) companions lie unconscious for a third of their lifetimes. Spend your rest periods watching them in this state. You own only what you can carry, caring little for money or other items that other races consider as treasure. Your philosophy of ownership sometimes leads you into conflict with presumptious dra who think they can own buildings, land, and even whole herds of carru!