Converting Psionic Creatures


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Shade

Monster Junkie
Last one!

Tohr-kreen, T’keech
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon in the North
ORGANIZATION: Clutch
ACTIVITY CYCLE: Constant
DIET: Carnivore
INTELLIGENCE: Average to high (8-14)
TREASURE: varies
ALIGNMENT: Neutral good
NO. APPEARING: 2d4
ARMOR CLASS: 5
MOVEMENT: 18
HIT DICE: 6+3
THAC0: 13
NO. OF ATTACKS: 5 or 2
DAMAGE/ATTACK: 1d4+1 (x5) or 1d4+1 and by weapon
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Dodge missiles
MAGIC RESISTANCE: Nil
SIZE: M (7’tall)
MORALE: Elite (15-16)
LEVEL/XP VALUE: 1,400
PSIONICS SUMMARY: Nil
PLAYER.S OPTION: MAC 8

These tohr-kreen are large, intelligent insects similar to thri-kreen. Like other tohr-kreen, T’keech and tondi are found in permanent settlements far north of the Tyr region. They seldom build their own settlements, however, and are usually found among other tohr-kreen.

T’keech have green chitin and are relatively non-aggressive. Tondi have a similar temperament, but have chitin that is a pinkish-purple in color.

The figures given above are for mature adult T’keech. Others have the following abilities, based on then age (they age one age category every two years until they reach mature adult):

HD THAC0 XP Claw/bite Damage Special Ability
Larva 1+3 19 65 1/1d2 None
Child 2+3 17 120 1/1d3 None
Young 3+3 17 175 1d3/1d4 leap
Young adult 4+3 15 270 1d3/1d6 venom, chatkcha
Adult 5+3 15 975 1d4/1d6+1 None
Mature adult 6+3 13 1,400 1d4/1d6+1 dodge missiles

T’keech have green chitin, indicating that they once lived in areas where plants were common. The green is a fairly dark shade, with lighter green along the thorax and abdomen.

T’keech have small abdomens and are similar in build to j’hol. T’keech have long antennae and fourclawed hands.

Combat: T’keech do not seek combat, but are quite capable when challenged. They refer melee combat and almost always attack without weapons, using their claws and bite. A group of T’keech includes one priest or druid and one with a warrior character class (usually a ranger). T’keech have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells. They develop other abilities as they grow older.

Leap: This ability allows T’keech to leap 30 feet straight up or 60 feet forward. They can leap 10 feet backward.

Venom: A bite delivers thus venom. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2.20 (2dl0) rounds, man-sized for 2.16 (2d8) rounds, large creatures for 1.8 (1d8) rounds, and huge and gargantuan creatures for 1 round.

Chatkcha: T’keech can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 1d6+2 points of damage when it hits, and returns to the thrower when it misses.

Dodge missiles: Mature T’keech can dodge missiles fired at them on a roll of 9 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Psionics: About 50% of T’keech have psionic wild talents, described in The Complete psionics Handbook.

Magical and psionic items: T’keech rarely have contact with magical items, but use such items if possible (unless the item is made specifically for a humanoid). T’keech sometimes use psionic items.

Habitat/Society: Most T’keech serve as laborers in the northern tohr-kreen nations. Small clutches of T’keech are found in each nation. T’keech are almost never nomadic, but some clutches have small, independent settlements near oases.

T’keech prefer to live in scrub plants and near oases, though they can be found anywhere in the North. T’keech have mating habits and gestatron periods similar to those of thri-kreen. They can live to be 75 years old.

Ecology: Tohr-kreen are carnivores. They almost always live in permanent settlements. T’keech produce quality crafts, but are seldom artists. Treasure carried by a T’keech usually consists of tools, weapons, and simple pieces of art.


Upthread, we pegged them as 2 HD, Medium, Same Int as thri-kreen, druid/wilder.
 

Shade

Monster Junkie
Added to Homebrews.

Leap: This ability allows T’keech to leap 30 feet straight up or 60 feet forward. They can leap 10 feet backward.

Leap: This ability allows a thri-kreen to leap 20 feet straight up or up to 50 feet forward. They cannot leap backward.

Once again, the t'keech is superior to the thri-kreen with its leap, so +40 bonus?

Venom is identical to thri-kreen, as is dodge missiles.

To help differentiate them more from thri-kreen, perhaps a lessened Cha penalty (and possibly a lower Dex bonus to offset it)?

T’keech have green chitin, indicating that they once lived in areas where plants were common. The green is a fairly dark shade, with lighter green along the thorax and abdomen.

T’keech prefer to live in scrub plants and near oases, though they can be found anywhere in the North.

A t’keech has a +4 racial bonus on Hide checks in areas with at least light undergrowth?
 
Last edited:




Shade

Monster Junkie
Scrap that idea. It doesn't have enough skill points to cover a 6th class skill.

Should we remove the Int penalty, or replace one of the other skills with Craft?
 

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