Tohr-kreen, J’hol
CLIMATE/TERRAIN: Any land
FREQUENCY: Common in the North, very rare elsewhere
ORGANIZATION: Clutch and state
ACTIVITY CYCLE: Constant
DIET: Carnivore
INTELLIGENCE: Average to exceptional (8-16)
TREASURE: U (See below)
ALIGNMENT: Any non-good
NO. APPEARING: 3d10
ARMOR CLASS: 5
MOVEMENT: 18
HIT DICE: 6+3
THAC0: 13
NO. OF ATTACKS: 5 or 2
DAMAGE/ATTACK: 1d4 (x4)/1d4+1 or 1d4+1 and by weapon
SPECIAL ATTACKS: Leap
SPECIAL DEFENSES: Missile dodge
MAGIC RESISTANCE: Nil
SIZE: M (6’tall)
MORALE: Fanatic (17-18)
LEVEL/XP VALUE: 1,400
PSIONICS SUMMARY: Nil
PLAYER.S OPTION: MAC 7
J’hol Tohr-kreen
The figures given are for mature adult J’hol. Others have the
following abilities, based on their age (they age one age category
per year until they reach mature adult):
HD THAC0 XP Claw/bite Damage Special Ability
Larva 1+3 19 65 1/1 None
Child 2+3 17 120 1/1 None
Young 3+3 17 175 1d3/1d3 leap
Young adult 4+3 15 270 1d3/1d3 chatkcha, kyorkcha, dodge missiles
Adult 5+3 15 975 1d4/1d4+1 venom
Mature adult 6+3 13 1,400 1d4/1d4+1 dodge missiles
A J’hol has red chitin, three claws per hand, and large antennae. A J’hol.s abdomen is small compared to other kreens, and the J’hol is almost humanoid in appearance. A J’hol is better built for stony barrens and rocky badlands, terrain that exists throughout most of its nation.
Combat: J’hol enjoy combat. Many have warrior character classes and some are psionicists. J’hol prefer long-range combat with missiles and psionics, but also use then leaping ability to charge into combat (standard charging adjustments, -2 to initiative, +2 to attack rolls, and a +l penalty to AC). J’hol usually enter melee using a gythka, but also fight with claws and bite if necessary. J’hol tohr-kreen have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells. They also learn other special abilities as they grow older.
Leap: This ability allows J’hol to leap 30 feet straight up or 60 feet forward They can leap backward 10 feet.
Chatkcha: J’hol can throw two chatkcha or kyorkcha per round, as far as 270 feet. A chatkcha causes 3.8 (1d6+2) points of damage, the kyorkcha, 3.10 (1d8+2) points of damage. Both weapons return to the thrower if they miss.
Dodge missiles: Mature J’hol can dodge missiles fired at them on a roll of 8 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.
Venom: Though J’hol produce venom like other kreen, most use it to produce the crystal needed to make chatkcha and kyorkcha. Only 5% of J’hol actually have a venomous bite. Their venom paralyzes most creatures for 1.4 (1d4) rounds, huge and gargantuan creatures for only 1 round.
Psionics: At least one J’hol (and as many as 25%) in a group is a psionicist. About 50% of the rest have psionic wild talents, described in The Complete Psionics Handbook.
Magical and psionic items: J’hol rarely use magical items, but sometimes carry items with psionic powers.
Habitat/Society: J’hol are more inclined toward building and crafting the other tohr-kreen. Their cities are elaborately made, and usually quite large, with vast parks, ornate decorations, high walkways, and tall spires. Popular professions among J’hol include the psionicist and all warrior professions. Gladiators are rare among J’hol, but J’hol enjoy combat and like watching gladiatorial contests; their arenas are some of the most popular in the North.
J’hol have mating habits and gestation periods similar to those of thri-kreen and can live to be 50 years old.
Ecology: J’hol are builders and make fine clothing and tools, and they are the only kreen who routinely work metal J’hol make beautiful crystalline weapons. For indivlduals, a finely made crystalline weapon (a chatkcha or kyorkcha, or a gythka with crystalline heads) should be substituted for indicated art objects, while a psionic item should be used if a magical item is indicated.
Upthread, we pegged them at 3 HD, Medium, +2 Int, fighter/psychic warrior