Thri-kreen

The mantis warriors roam across various terrains in the hunt for food with little regard for the civilization advances of the other races. In these efforts, the thri-kreen specialize in numerous ways to become most effective at surviving in the environs they hunt. While warriors are the most common along with hunters, sappers and scouts aren’t unusual, and many psionic thri-kreen also specialize to meet the needs of the tribe, such as the scanner and thumper.

Thri-kreen Scanner

On the occasions the thri-kreen take interest in other races, the scanner is brought to fore in order to strip prisoners of secrets in order to help thri-kreen hunters and sappers to capture prey or neutralize enemy defenses. On the rare instance that potential prey proves too strong for the tribe, the scanner leads communication efforts to arrive at a favorable outcome for its kind.

When pressed into battle, the scanner prefers to stay in the rear ranks and besiege targets with psionic attacks or to counter psionic attacks from its foes. If stripped of its psionic edge, it fights as well as any other thri-kreen.

Thri-kreen Thumper

Thri-kreen are adaptive hunters across dozens of environments. In desert and rocky terrains, the thri-kreen thumpers are psionic thri-kreen trained at detecting resources and threats beneath sand and stone.

In battle, thumpers will take the vanguard to drive opponents back or knock them prone so other thri-kreen can tear them apart. They begin with manifesting their tremor power and aim to knock down the most imposing threats while serving as barriers to absorb missile attacks.

Thri-kreen Scanner

Medium Monstrosity (Savant), Typically Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 40 ft.

STR

12 (+1)

DEX

15 (+2)

CON

14 (+2)

INT

8 (−1)

WIS

15 (+2)

CHA

8 (−1)

Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 60ft., passive Perception 14
Languages Thri-kreen, telepathy 60 ft.
Challenge 1 (200 XP)                              Proficiency Bonus +2

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Manifesting. The thri-kreen is a 4th-level manifester. Its manifesting ability is Wisdom (power save DC 12, +4 to hit with power attacks). It has 7 power points to spend on the following powers: mind probe, psychic crush, psychic static.

Standing Leap. The thri-kreen’s long jump is up to feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws or two with its chatkcha.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Thri-kreen Thumper

Medium Monstrosity (Transcendent), Typically Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.

STR

14 (+2)

DEX

15 (+2)

CON

15 (+2)

INT

8 (−1)

WIS

12 (+1)

CHA

7 (−2)

Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60ft., tremorsense 30 ft., passive Perception 13
Languages Thri-kreen
Challenge 2 (450 XP)                              Proficiency Bonus +2

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Manifesting. The thri-kreen is a 3rd-level manifester. Its manifesting ability is Constitution (power save DC 12, +4 to hit with power attacks). It has 5 power points to spend on the following powers: deflection, harmonics, tremor.

Rapid Stomp. As long as the thri-kreen maintains its tremor power, it can reactivate the power using a bonus action when it hits with its gythka.

Standing Leap. The thri-kreen’s long jump is up to feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws or two with its gythka.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.