| Prime Requisite: | STR and DEX |
| Requirements: | None |
| Hit Dice: | 1d8 |
| Maximum Level: | 10 |
The thri-kreen of the Tablelands are alien, nomadic mantis-men with six limbs, 7' tall and 11' long, weighing 450lb. They hunt in packs, devouring man and beast alike, but especially enjoying the flesh of elves. Their minds are strange and their customs unfamiliar, and sometimes they adopt humans or demi-humans as "clutchmates" for their own inscrutable reasons.
Thri-kreen hunters are frightening warriors. At first level, thri-kreen hunters hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. Thri-kreen hunters can wield any weapon. They are trained to fight wielding a weapon and shield, wielding a two-handed weapon, and dual wielding. Thri-kreen cannot wear any armor due to their unusual body shape.
Thri-kreen have a chitin carapace that increases their unarmored AC to 4. They also possess mandibles and claws that give them a claw/claw/bite attack routine, dealing 1d4-1 damage for the claws and 1d8-1 (modified by the damage bonus above). In addition, their bite injects venom that requires any creature with 4 or fewer HD to save vs. paralysis or be paralyzed for 1 round per level of the thri-kreen. Humans and demi-humans can be affected regadless of character level. Thri-kreen have a natural movement speed of 150', and can leap up to 50' forward and 20' up instead of their normal movement. Their antennae allow them a limited sense of their surroundings , and they suffer only a -2 penalty on attack throws when blinded or otherwise unable to see their enemy. Thri-kreen are also naturally stealthy, and opponents suffer a -1 penalty to surprise rolls when encountering them. Thri-kreen are untiring: they only need 4 hours of sleep in a night to be rested, do not need to rest every 6 turns, and can force march for one day plus one additional day for each point of Constitution bonus without penalty. Finally, the inhumanity of the thri-kreen imposes a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans, but they get a +2 bonus to the reactions, loyalty, and morale of kreen. Thri-kreen only need half the usual rations (food and water) per day.
Thri-kreen hunters can move silently as a thief.
Thri-kreen hunters are difficult to spot because of their subtly shifting coloration and ability to remain immobile. They can disappear into woods and underbrush with a proficiency throw of 3+. In dungeons, if motionless and quiet in cover, they can escape detection with a proficiency throw of 14+.
Thri-kreen hunters prefer to ambush their prey. When attacking with surprise, they get a +4 bonus on attack throws and deal double damage on the attack.
The thri-kreen hunter can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2–4 creatures; +4 if tracking 4–8 creatures; +6 if tracking 8–16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. The character moves at half speed while tracking.
Thri-kreen hunters are experts at hunting small game, gathering fruits and vegetables, and finding water and shelter. They forage enough food to feed himself automatically, even when on the move, so long as they are in a fairly fertile area. If trying to supply more than one person, they must make a proficiency throw (as described in Wilderness Adventures), but gain a +4 bonus on the roll.
Thri-kreen hunters are skilled at wilderness evasion. In any terrain except clear and grassland terrain, the thri-kreen hunter's party receives a +5 bonus to proficiency throws to evade. A party guided by the thri-kreen hunter can evade wilderness encounters even when surprised on a skill roll of 19+. Thri-kreen hunters naturally avoid getting lost. Any time the thri-kreen hunter's party is in country familiar to him, they get a +4 bonus on proficiency throws to avoid getting lost.
At 9th level (Packleader), thri-kreen hunters can establish an outpost that will attract thri-kreen from far and wide. Thri-kreen of the character's pack will be the first to live under his roof, but thri-kreen from other clans will also come and live nearby to be ruled by the character. A total of 3d6×10 1st level thri-kreen NPCs will move in to help with it and defend the outpost at no cost to the character. A Packleader is expected to employ only soldiers of thri-kreen descent, but may hire members of other races for other tasks. Additional rules for outposts are detailed in the Campaign chapter.
Thri-Kreen Hunter Proficiency List: Acrobatics, Alertness, Berserkergang, Cat Burglary, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder, wrestle), Command, Dungeon Bashing, Eavesdropping, Fighting Style, Land Surveying, Leadership, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Signaling, Skirmishing, Skulking, Sniping, Swashbuckling, Trapping, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Damage Bonus | Move silently |
|---|---|---|---|---|---|
| 0 | Tik (Hunter) | 1 | 1d8 | +1 | 17+ |
| 2,875 | Kik (Raider) | 2 | 2d8 | +1 | 16+ |
| 5,750 | Kalak (Scout) | 3 | 3d8 | +2 | 15+ |
| 11,500 | Kak (Warrior) | 4 | 4d8 | +2 | 14+ |
| 23,000 | Tik-tik (Guardian) | 5 | 5d8 | +2 | 13+ |
| 46,000 | Kyor (Avenger) | 6 | 6d8 | +3 | 12+ |
| 90,000 | G'tok-hoz (Clutchleader) | 7 | 7d8 | +3 | 10+ |
| 180,000 | Kek-hoz (Raidleader) | 8 | 8d8 | +3 | 8+ |
| 360,000 | Tek-hoz (Packleader) | 9 | 9d8 | +4 | 6+ |
| 720,000 | Tek-hoz, 10th level | 10 | 9d8+2* | +4 | 4+ |
| * Hit point modifiers from Constitution are ignored | |||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 15+ | 14+ | 16+ | 16+ | 17+ | 10+ |
| 2–3 | 14+ | 13+ | 15+ | 15+ | 16+ | 9+ |
| 4 | 13+ | 12+ | 14+ | 14+ | 15+ | 8+ |
| 5–6 | 12+ | 11+ | 13+ | 13+ | 14+ | 7+ |
| 7 | 11+ | 10+ | 12+ | 12+ | 13+ | 6+ |
| 8–9 | 10+ | 9+ | 11+ | 11+ | 12+ | 5+ |
| 10 | 9+ | 8+ | 10+ | 10+ | 11+ | 4+ |
Created with Hit Dice Value 2, Fighting Value 1+1, Thievery Value 1, and Thri-Kreen Value 3.