Converting Psionic Creatures

Updated.

I pulled a rank off Balance and Jump and put them into Tumble, as the synergy bonus to both was better. ;)

Environment: Any land?

Challenge Rating: 3?

A j'ez is 9 feet long and weighs about x pounds. (Thri-kreen don't have a weight listed in their monster writeup, but Base Weight is 135 lb. for males (100 for females) x (2d6) lb.)
 

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Athas.org had converted the Kreen to 3.5e quite a while ago. Daggoran too. I think Pazio did the Kreen as well.

Just letting you guys know.

Terrors of Athas 3.5e said:
Thri-Kreen
Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
footed 13
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4) or chatkcha +3 ranged
(1d6)
Full Attack: 4 claws +1 melee (1d4) and bite -1 melee
(1d4 plus poison); or chatkcha +3 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Thri-kreen traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 10, Int 10, Wis 12, Cha 6
Skills: Balance +4, Hide +4, Jump +30, Listen +3, Spot
+3
Feats: Deflect Arrows(B), Multiattack
Environment: Any nonforest
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful (any)
Advancement: By character class
Level Adjustment: +1

This seven-foot-tall, insect-like humanoid has a sandy-yellow carapace, four
arms ending in sharp claws, and a pair of powerful legs. Its head sprouts two
antennae over a pair of compound eyes and snapping mandibles.

Thri-kreen 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.
Most are dominated by a pack mentality that keeps them in close-knit hunting
bands.

Combat
Thri-Kreen Traits (Ex): +4 Dex, +2 Wis, -4 Cha. Thri-kreen are agile and fast,
but their pack mindset leaves them lacking individuality. Medium size. A
thri-kreen’s base land speed is 40 ft. Space/Reach: 5 ft./5 ft. Darkvision out
to 60 feet. Racial Hit Dice: A thri-kreen begins with 2 levels of monstrous
humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving
throw bonuses of Fort +0, Ref +3 and Will +3. Racial Skills: A thri-kreen’s
monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier).
Its class skills are Balance, Climb, Hide, Jump, Listen and Spot. A thri-kreen’s
monstrous humanoid levels give it 1 feat.

Natural Armor: Thri-kreen have a +3 natural armor bonus. Natural Weapons: A
thri-kreen has four claw attacks, which are primary attacks that deal 1d4 points
of damage, and a bite attack, which is a secondary attack that deals 1d4 points
of damage.

Poison: A thri-kreen can deliver a poisonous bite once per day (Fort save DC 11
+ Con modifier). The initial and secondary damage is paralysis for 2d6 minutes.

Weapon Familiarity: Thri-kreen treat the gythka and chatkcha as martial weapons
instead of exotic weapons.

Immunity to Sleep: Thri-kreen do not sleep and are immune to spells and effects
that cause sleep.

Leap: Thri-kreen have a +30 racial bonus on Jump checks.

Deflect Arrows: Thri-kreen gain the Deflect Arrows feat
as a bonus feat.

Favored Class: Psychic Warrior.

Automatic Languages: Thri-kreen. Bonus Languages:
Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-
kreen.

Level Adjustment +1.


Thri-Kreen Society

The pack mentality dominates a thri-kreen’s relation with others. Thri-kreen
hunt in packs, preying upon a region for a time but moving on before their food
has been depleted. A thri-kreen that joins a group of humanoids will often
try to establish dominance in the group. Thri-kreen view humanoids as sources of
food, though usually hunt them only in dire need. Many thri-kreen have a fond
taste for elves, and meetings between the races are often tense.

Once it joins a group, however, a thri-kreen never turns on its humanoid
friends.

To the west of the Tablelands lies the vastness of the Kreen Empire. While only
two subspecies of kreen are known in the Tablelands (jeral and to’ksa), four
more are known in the Empire (j’ez, j’hol, t’keech and t’ondi).

Although variations between the species are largely cosmetic, the other
subspecies may be treated as having different favored classes, with DM approval.
The philosophical j’ez treat psion as favored class, while it is fighter for the
combat-loving j’hol. The uncommon t’keech favor cleric as a class and the
mysterious, spined tondi favor druid. To’ksa of the Empire may be treated as
having gladiator as favored class as they are aggressive and primitive.
 
Last edited:

Yeah. Thri-kreen are all over the place in canon--MM2, Expanded Psionics Handbook and Shining South. We're doing mechanical stuff to the tohr-kreen rather than just making them flavor-text.
 


Ah ok, I'm seeing that now. Sorry about that. Tohr-Kreen should still be immune to sleep, right?

Indeed. We've got "immunity to sleep effects" on the SQ line to cover that.

An ankheg is about 10 feet long and weighs almost 800 pounds. So maybe 750 pounds for a typical 9-foot J'ez?
 

More like 600 if it scales every direction. I don't mind making them beefy, but I'd think the (stronger) ankhegs would be beefier. So maybe the lower weight 600 lb is better.
 




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