Medium Monstrous Humanoid (Psionic)
Hit Dice: 2d8 (9 hp), Soulknife 3
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1); or longspear +3 melee (1d8+1/×3); or javelin +4 ranged (1d6+1)
Full Attack: 4 claws +3 melee (1d4+1) and bite –2 melee (1d4 plus poison); or longspear +3 melee (1d8+1/×3) and 2 claws –2 melee (1d4) and bite –2 melee (1d4 plus poison); or javelin +4 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap
Saves: Fort +1, Ref +9, Will +8
Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 12, Cha 7
Skills: Balance +3, Climb +2, Hide +3*, Jump +35, Listen +2, Spot +2
Feats: Deflect ArrowsB, Multiweapon Fighting, Power Attack,
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2
This creature resembles a bipedal praying mantis, complete with six limbs; the lower two are used for walking, and the upper four end in four-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two small antennae sprouting from its head.
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. Thrikreen are near-perfect hunters, nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south.
A thri-kreen’s exoskeleton is a sandy yellow in color, well suited for the dry savannas and grasslands these creatures favor. Thri-kreen wear little clothing other than a simple harness for carrying weapons and equipment.
Thri-kreen speak their own language, and some also know Common.
COMBAT
Thri-kreen are whirling dynamos in combat, using weapons along with their claws and poisonous bite. They always take the time to enhance their combat abilities with their psi-like abilities, or slip away from a fight that seems too dangerous by using their chameleon power.
While hunting, thri-kreen use their natural camouflage to sneak up on potential prey. Thrikreen can close to combat (and flee fromit) more quickly than most of their foes because of their speed and their ability to leap. They can use the gythka and chatkcha (exotic weapons that are unique to mantis warriors), but they prefer to attack with their claws and their poisoned bites.
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A thrikreen can use its poison bite once per day. The save DC is Constitution-based.
Psi-Like Abilities: 3/day—chameleon, know direction and location;
1/day—displacement, lesser metaphysical weapon. Manifester level 1/2 thri-kreen’s Hit Dice (minimum 1st level).
Attack/Defense Modes: ego whip, mind thrust/thought shield, empty mind. A thri-kreen manifests powers, and gains additional attack and defense modes, as if it were a psychic warrior or a psion with Psychometabolism as its primary discipline. (A psionic thri-kreen character’s favored class is psychic warrior, though a few choose monk or psion with the primary discipline of Psychometabolism.)
Leap (Ex): A thri-kreen is a natural jumper. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.
Skills: *A thri-kreen has a +4 racial bonus on Hide checks in sandy or arid settings.
Immunity to Sleep (Ex): Since thri-kreen do not sleep, they are immune to magic sleep effects .A thri-kreen spellcaster still requires 8 hours of rest before preparing spells.