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Converting Psionic Creatures
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<blockquote data-quote="Shade" data-source="post: 4917811" data-attributes="member: 287"><p>Since they are so similar, it might be easiest to just develop all four in tandem. In fact, we might be able to just make a single "tohr-kreen" and note the slight differences within the entry. Anyway, here are the entire writeups...</p><p></p><p><strong>Tohr-kreen, J’ez</strong></p><p>CLIMATE/TERRAIN: Any land</p><p>FREQUENCY: Common in the North, very rare elsewhere</p><p>ORGANIZATION: Clutch and state</p><p>ACTIVITY CYCLE: Constant</p><p>DIET: Carnivore</p><p>INTELLIGENCE: Average to genius (8-18)</p><p>TREASURE: U (See below)</p><p>ALIGNMENT: Any lawful</p><p>NO. APPEARING: 3d12</p><p>ARMOR CLASS: 5</p><p>MOVEMENT: 18</p><p>HIT DICE: 6+3</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 5 or 2</p><p>DAMAGE/ATTACK: 1d3 (x4)/1d6+1 or 1d6+1 and by weapon</p><p>SPECIAL ATTACKS: Paralyzation</p><p>SPECIAL DEFENSES: Missile dodge</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: L (9’ long)</p><p>MORALE: Elite (15-16)</p><p>LEVEL/XP VALUE: 1,400</p><p>PSIONICS SUMMARY: Nil</p><p>PLAYER.S OPTION: MAC 6</p><p></p><p>Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. The zik-trin’ta are known as tohr-kreen in the MONSTROUS COMPENDIUM appendix for the DARK SUN campaign setting.</p><p></p><p>The most common tohr-kreen of the north are the j’ez, who have black chitin, and the j’hol, who are smaller and have red chitin. Members of both species have aggressive natures. Both are similar in most ways to thri-kreen.</p><p></p><p>J’ez Tohr-kreen</p><p>The figures given above are for mature adult j’ez. Others have the following abilities, based on their age (they age one age category every two years until they reach mature adult):</p><p>HD THAC0 XP Claw/bite Damage Special Ability</p><p>Larva 1+3 19 65 1/1d2 None</p><p>Child 2+3 17 120 1/1d3 None</p><p>Young 3+3 17 175 1d3/1d4 leap</p><p>Young adult 4+3 15 270 1d3/1d6 venom</p><p>Adult 5+3 15 975 1d4/1d6+1 chatkcha</p><p>Mature adult 6+3 13 1,400 1d4/1d6+1 dodge missiles</p><p></p><p>J’ez have black chitin and four-fingered hands. Skin stretches over their chitin and they have long antennae. J’ez also have mouths that are odd for kreen. The general arrangement is circular, and the j’ez have inward-pointing fanglike parts around the circumference of their relatively flexible mouths. Extensions reach from the sides of the mouth and help secure food to be taken in by the “fangs” which dispense the tohr-kreen’s venom.</p><p></p><p>Combat: J’ez enjoy combat and war and are good military leaders. They prefer to use psionics against their opponents when possible, closing to melee when psionic attack is not an option. J’ez prefer manufactured weapons, especially the gythka, that can slash for 1-6 (1d6) points of damage against targets of man-size or smaller, or for 1-10 (1d10) points of damage against a larger target. Like thri-kreen, J’ez tohrkreen have a natural AC 5 because of their exoskeletons, and are immune to hold person and charm person spells. They learn other special abilities as they age. </p><p></p><p>Leap: This ability allows J’ez to leap 20 feet straight up or 50 feet forward. They cannot leap backward.</p><p></p><p>Venom: A bite delivers this venom. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2-10 (2d10) rounds, man-sized for 2.8 (2d8) rounds, large creatures for 1-8 (1d8) rounds, and huge and gargantuan creatures for 1 round.</p><p></p><p>Chatkcha: J’ez can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage when it hits, and returns to the thrower when it misses. </p><p></p><p>Dodge missiles: Mature J’ez can dodge missiles fired at them with 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.</p><p></p><p>Psionics: Many J’ez (50%) are psionicists. The rest have psionic wild talents (see The Complete psionics Handbook). Magical and psionic items: J’ez never use magical items, but all have at least one item with psionic powers.</p><p></p><p>Habitat/Society: J’ez usually live in rocky badlands and sandy wastes, terrain that exists throughout most of their nation in the North. J’ez are often psionicists and philosophers, but tend to be aggressive. Their philosophy requires them to remain combat capable. J’ez have mating habits and gestation periods similar to those of thri-kreen. J’ez can live to be 80 years old.</p><p></p><p>Ecology: Tohr-kreen are carnivores. They build towns and cities. They work with a similar species, the zik-chil, to produce zik-trin.ta scouts. J’ez architecture and art are average, but their literature is superb Treasure carried by a J’ez is often books and gems (substitute psionic items for any indicated magical items).</p><p></p><p><strong>Tohr-kreen, J’hol</strong></p><p>CLIMATE/TERRAIN: Any land</p><p>FREQUENCY: Common in the North, very rare elsewhere</p><p>ORGANIZATION: Clutch and state</p><p>ACTIVITY CYCLE: Constant</p><p>DIET: Carnivore</p><p>INTELLIGENCE: Average to exceptional (8-16)</p><p>TREASURE: U (See below)</p><p>ALIGNMENT: Any non-good</p><p>NO. APPEARING: 3d10</p><p>ARMOR CLASS: 5</p><p>MOVEMENT: 18</p><p>HIT DICE: 6+3</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 5 or 2</p><p>DAMAGE/ATTACK: 1d4 (x4)/1d4+1 or 1d4+1 and by weapon</p><p>SPECIAL ATTACKS: Leap</p><p>SPECIAL DEFENSES: Missile dodge</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: M (6’tall)</p><p>MORALE: Fanatic (17-18)</p><p>LEVEL/XP VALUE: 1,400</p><p>PSIONICS SUMMARY: Nil</p><p>PLAYER.S OPTION: MAC 7</p><p></p><p>J’hol Tohr-kreen</p><p>The figures given are for mature adult J’hol. Others have the</p><p>following abilities, based on their age (they age one age category</p><p>per year until they reach mature adult):</p><p></p><p>HD THAC0 XP Claw/bite Damage Special Ability</p><p>Larva 1+3 19 65 1/1 None</p><p>Child 2+3 17 120 1/1 None</p><p>Young 3+3 17 175 1d3/1d3 leap</p><p>Young adult 4+3 15 270 1d3/1d3 chatkcha, kyorkcha, dodge missiles</p><p>Adult 5+3 15 975 1d4/1d4+1 venom</p><p>Mature adult 6+3 13 1,400 1d4/1d4+1 dodge missiles</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Leap: This ability allows J’hol to leap 30 feet straight up or 60 feet forward They can leap backward 10 feet. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Magical and psionic items: J’hol rarely use magical items, but sometimes carry items with psionic powers.</p><p></p><p>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.</p><p></p><p>J’hol have mating habits and gestation periods similar to those of thri-kreen and can live to be 50 years old. </p><p></p><p>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.</p><p></p><p><strong>Tohr-kreen, T’keech</strong></p><p>CLIMATE/TERRAIN: Any land</p><p>FREQUENCY: Uncommon in the North</p><p>ORGANIZATION: Clutch </p><p>ACTIVITY CYCLE: Constant</p><p>DIET: Carnivore</p><p>INTELLIGENCE: Average to high (8-14)</p><p>TREASURE: varies</p><p>ALIGNMENT: Neutral good</p><p>NO. APPEARING: 2d4</p><p>ARMOR CLASS: 5</p><p>MOVEMENT: 18</p><p>HIT DICE: 6+3</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 5 or 2</p><p>DAMAGE/ATTACK: 1d4+1 (x5) or 1d4+1 and by weapon</p><p>SPECIAL ATTACKS: Paralyzation</p><p>SPECIAL DEFENSES: Dodge missiles</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: M (7’tall)</p><p>MORALE: Elite (15-16)</p><p>LEVEL/XP VALUE: 1,400</p><p>PSIONICS SUMMARY: Nil</p><p>PLAYER.S OPTION: MAC 8</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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):</p><p></p><p>HD THAC0 XP Claw/bite Damage Special Ability</p><p>Larva 1+3 19 65 1/1d2 None</p><p>Child 2+3 17 120 1/1d3 None</p><p>Young 3+3 17 175 1d3/1d4 leap</p><p>Young adult 4+3 15 270 1d3/1d6 venom, chatkcha</p><p>Adult 5+3 15 975 1d4/1d6+1 None</p><p>Mature adult 6+3 13 1,400 1d4/1d6+1 dodge missiles</p><p></p><p>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.</p><p></p><p>T’keech have small abdomens and are similar in build to j’hol. T’keech have long antennae and fourclawed hands.</p><p></p><p>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.</p><p></p><p>Leap: This ability allows T’keech to leap 30 feet straight up or 60 feet forward. They can leap 10 feet backward.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Psionics: About 50% of T’keech have psionic wild talents, described in The Complete psionics Handbook.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Tohr-kreen, Tondi</strong></p><p>CLIMATE/TERRAIN: Any fertile land</p><p>FREQUENCY: Rare, and only in the North</p><p>ORGANIZATION: Solitary or clutch </p><p>ACTIVITY CYCLE: Constant</p><p>DIET: Carnivore</p><p>INTELLIGENCE: Average to exceptional (8-16)</p><p>TREASURE: Varies</p><p>ALIGNMENT: Neutral</p><p>NO. APPEARING: 1d6</p><p>ARMOR CLASS: 5</p><p>MOVEMENT: 18</p><p>HIT DICE: 6+3</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 5 or 2</p><p>DAMAGE/ATTACK: 1d4 (x4)/1d4+1 or 1d4+1 and by weapon</p><p>SPECIAL ATTACKS: Paralyzation</p><p>SPECIAL DEFENSES: Camouflage</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: L (11’ long)</p><p>MORALE: Fearless (19-20)</p><p>LEVEL/XP VALUE: 1,400</p><p>PSIONICS SUMMARY: Nil</p><p>PLAYER.S OPTION: MAC 7</p><p></p><p>The figures given are for mature adult tondi. Others have the following abilities, based on their age (they age one age category per three years until they reach mature adult):</p><p></p><p>HD THAC0 XP Claw/bite Damage Special Ability</p><p>Larva 1+3 19 65 1/1 camouflage</p><p>Child 2+3 17 120 1/1 None</p><p>Young 3+3 17 175 1d3/1d3 None</p><p>Young adult 4+3 15 270 1d3/1d3 venom, chatkcha</p><p>Adult 5+3 15 975 1d4/1d4+1 leap</p><p>Mature adult 6+3 13 1,400 1d4/1d4+1 dodge missiles</p><p></p><p>The tondi are the most unusual of kreen. Their chitin is a mottled, pinkish-purple, and the exoskeletons of their abdomens are elaborately decorated with protrusions. When still, tondi look like giant flowers, or outcroppings of rock crystal (found in some places in the North). Besides their odd chitin, tondi are similar to other kreen. They have abdomens as large as those of to’ksa thri-kreen, long antennae, and three-clawed hands.</p><p></p><p>Combat: Tondi avoid combat and usually avoid contact with non-kreen altogether. Almost all tondi who choose a profession become druids. An individual encountered has druidic abilities. while one of any group of tondi is a druid as well. If forced into combat, tondi prefer psionics and spells if possible, then missile combat, then melee combat. In melee, they rely on their wits and weapons.</p><p></p><p>Tondi have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells.</p><p>They also learn other special abilities as they grow older.</p><p></p><p>Venom: The venom of the tondi, delivered through the bite, is somewhat different from the venom of other kreen. The victim of a tondi.s bite must make a successful save vs. paralyzation or be paralyzed. Creatures of man-size or smaller are paralyzed for 3.24 (3d8) rounds, while all others are paralyzed for 2.16 (2d8) rounds, regardless of size.</p><p></p><p>Chatkcha: Tondi can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3.8 (1d6+2) points of damage when it hits. and returns to the thrower if it misses. A tondi chatkcha is a pale lavender in color. </p><p></p><p>Leap: This ability allows tondi to leap 10 feet straight up or 40 feet forward. They cannot leap backward.</p><p></p><p>Dodge missiles: Mature tondi can dodge missiles fired at them on a roll of 11 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.</p><p></p><p>Psionics: About 50% of tondi have psionic wild talents, described in The Complete psionics Handbook.</p><p></p><p>Magical and psionic items: Tondi have little experience with magical items, but use them when givein the opportunity. They sometimes use psionic items as well.</p><p></p><p>Habitat/Society: Tondi are quite rare. They tend to be of neutral alignment, and most have a love of nature. Most are skilled herbalists. There are certain areas of badlands in the North with outcroppings of pinkish rock crystal, and large flowers are found in the scrub plains of the North. Tondi often lay eggs near these flowers and adults often live among the rocky badlands or in gardens of the flowers.</p><p></p><p>Rare in the North, tondi are completely unknown in the Tablelands. Still, it is rumored that the kreen druid of the Lost Oasis. Durwadala, is a tondi. Durwadala certainly fits the general description of the tondi personality, with her love of nature and detachment from other intelligent life forms. Since no one in memory has seen. Durwadala, it is entirely possible that she is a tondi.</p><p></p><p>All tondi are female: They reproduce by parthenogenesis, laying eggs that hatch into more females. </p><p></p><p>Ecology: Tondi care for nature and seek to preserve plants and wildlife, with the exception of those needed for hunting. Tondi care little for material goods and they seldom carry any items, so almost never have treasure. Some carry special magical or psionic items, using them to defend themselves.</p><p></p><p>Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995).</p></blockquote><p></p>
[QUOTE="Shade, post: 4917811, member: 287"] Since they are so similar, it might be easiest to just develop all four in tandem. In fact, we might be able to just make a single "tohr-kreen" and note the slight differences within the entry. Anyway, here are the entire writeups... [B]Tohr-kreen, J’ez[/B] CLIMATE/TERRAIN: Any land FREQUENCY: Common in the North, very rare elsewhere ORGANIZATION: Clutch and state ACTIVITY CYCLE: Constant DIET: Carnivore INTELLIGENCE: Average to genius (8-18) TREASURE: U (See below) ALIGNMENT: Any lawful NO. APPEARING: 3d12 ARMOR CLASS: 5 MOVEMENT: 18 HIT DICE: 6+3 THAC0: 13 NO. OF ATTACKS: 5 or 2 DAMAGE/ATTACK: 1d3 (x4)/1d6+1 or 1d6+1 and by weapon SPECIAL ATTACKS: Paralyzation SPECIAL DEFENSES: Missile dodge MAGIC RESISTANCE: Nil SIZE: L (9’ long) MORALE: Elite (15-16) LEVEL/XP VALUE: 1,400 PSIONICS SUMMARY: Nil PLAYER.S OPTION: MAC 6 Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. The zik-trin’ta are known as tohr-kreen in the MONSTROUS COMPENDIUM appendix for the DARK SUN campaign setting. The most common tohr-kreen of the north are the j’ez, who have black chitin, and the j’hol, who are smaller and have red chitin. Members of both species have aggressive natures. Both are similar in most ways to thri-kreen. J’ez Tohr-kreen The figures given above are for mature adult j’ez. Others have the following abilities, based on their 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 Adult 5+3 15 975 1d4/1d6+1 chatkcha Mature adult 6+3 13 1,400 1d4/1d6+1 dodge missiles J’ez have black chitin and four-fingered hands. Skin stretches over their chitin and they have long antennae. J’ez also have mouths that are odd for kreen. The general arrangement is circular, and the j’ez have inward-pointing fanglike parts around the circumference of their relatively flexible mouths. Extensions reach from the sides of the mouth and help secure food to be taken in by the “fangs” which dispense the tohr-kreen’s venom. Combat: J’ez enjoy combat and war and are good military leaders. They prefer to use psionics against their opponents when possible, closing to melee when psionic attack is not an option. J’ez prefer manufactured weapons, especially the gythka, that can slash for 1-6 (1d6) points of damage against targets of man-size or smaller, or for 1-10 (1d10) points of damage against a larger target. Like thri-kreen, J’ez tohrkreen have a natural AC 5 because of their exoskeletons, and are immune to hold person and charm person spells. They learn other special abilities as they age. Leap: This ability allows J’ez to leap 20 feet straight up or 50 feet forward. They cannot leap backward. Venom: A bite delivers this venom. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2-10 (2d10) rounds, man-sized for 2.8 (2d8) rounds, large creatures for 1-8 (1d8) rounds, and huge and gargantuan creatures for 1 round. Chatkcha: J’ez can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage when it hits, and returns to the thrower when it misses. Dodge missiles: Mature J’ez can dodge missiles fired at them with 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: Many J’ez (50%) are psionicists. The rest have psionic wild talents (see The Complete psionics Handbook). Magical and psionic items: J’ez never use magical items, but all have at least one item with psionic powers. Habitat/Society: J’ez usually live in rocky badlands and sandy wastes, terrain that exists throughout most of their nation in the North. J’ez are often psionicists and philosophers, but tend to be aggressive. Their philosophy requires them to remain combat capable. J’ez have mating habits and gestation periods similar to those of thri-kreen. J’ez can live to be 80 years old. Ecology: Tohr-kreen are carnivores. They build towns and cities. They work with a similar species, the zik-chil, to produce zik-trin.ta scouts. J’ez architecture and art are average, but their literature is superb Treasure carried by a J’ez is often books and gems (substitute psionic items for any indicated magical items). [B]Tohr-kreen, J’hol[/B] 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. [B]Tohr-kreen, T’keech[/B] 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. [B]Tohr-kreen, Tondi[/B] CLIMATE/TERRAIN: Any fertile land FREQUENCY: Rare, and only in the North ORGANIZATION: Solitary or clutch ACTIVITY CYCLE: Constant DIET: Carnivore INTELLIGENCE: Average to exceptional (8-16) TREASURE: Varies ALIGNMENT: Neutral NO. APPEARING: 1d6 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: Paralyzation SPECIAL DEFENSES: Camouflage MAGIC RESISTANCE: Nil SIZE: L (11’ long) MORALE: Fearless (19-20) LEVEL/XP VALUE: 1,400 PSIONICS SUMMARY: Nil PLAYER.S OPTION: MAC 7 The figures given are for mature adult tondi. Others have the following abilities, based on their age (they age one age category per three years until they reach mature adult): HD THAC0 XP Claw/bite Damage Special Ability Larva 1+3 19 65 1/1 camouflage Child 2+3 17 120 1/1 None Young 3+3 17 175 1d3/1d3 None Young adult 4+3 15 270 1d3/1d3 venom, chatkcha Adult 5+3 15 975 1d4/1d4+1 leap Mature adult 6+3 13 1,400 1d4/1d4+1 dodge missiles The tondi are the most unusual of kreen. Their chitin is a mottled, pinkish-purple, and the exoskeletons of their abdomens are elaborately decorated with protrusions. When still, tondi look like giant flowers, or outcroppings of rock crystal (found in some places in the North). Besides their odd chitin, tondi are similar to other kreen. They have abdomens as large as those of to’ksa thri-kreen, long antennae, and three-clawed hands. Combat: Tondi avoid combat and usually avoid contact with non-kreen altogether. Almost all tondi who choose a profession become druids. An individual encountered has druidic abilities. while one of any group of tondi is a druid as well. If forced into combat, tondi prefer psionics and spells if possible, then missile combat, then melee combat. In melee, they rely on their wits and weapons. Tondi 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. Venom: The venom of the tondi, delivered through the bite, is somewhat different from the venom of other kreen. The victim of a tondi.s bite must make a successful save vs. paralyzation or be paralyzed. Creatures of man-size or smaller are paralyzed for 3.24 (3d8) rounds, while all others are paralyzed for 2.16 (2d8) rounds, regardless of size. Chatkcha: Tondi can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3.8 (1d6+2) points of damage when it hits. and returns to the thrower if it misses. A tondi chatkcha is a pale lavender in color. Leap: This ability allows tondi to leap 10 feet straight up or 40 feet forward. They cannot leap backward. Dodge missiles: Mature tondi can dodge missiles fired at them on a roll of 11 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 tondi have psionic wild talents, described in The Complete psionics Handbook. Magical and psionic items: Tondi have little experience with magical items, but use them when givein the opportunity. They sometimes use psionic items as well. Habitat/Society: Tondi are quite rare. They tend to be of neutral alignment, and most have a love of nature. Most are skilled herbalists. There are certain areas of badlands in the North with outcroppings of pinkish rock crystal, and large flowers are found in the scrub plains of the North. Tondi often lay eggs near these flowers and adults often live among the rocky badlands or in gardens of the flowers. Rare in the North, tondi are completely unknown in the Tablelands. Still, it is rumored that the kreen druid of the Lost Oasis. Durwadala, is a tondi. Durwadala certainly fits the general description of the tondi personality, with her love of nature and detachment from other intelligent life forms. Since no one in memory has seen. Durwadala, it is entirely possible that she is a tondi. All tondi are female: They reproduce by parthenogenesis, laying eggs that hatch into more females. Ecology: Tondi care for nature and seek to preserve plants and wildlife, with the exception of those needed for hunting. Tondi care little for material goods and they seldom carry any items, so almost never have treasure. Some carry special magical or psionic items, using them to defend themselves. Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995). 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