Knightfall
World of Kulan DM
A version of thri-kreen with Anime Freak's dire humanoid template attached. I've changed the template's Dexterity bonus to +2 and uped the bonus Special Attack to 2d4 + the creatures adjusted Strength bonus (called potent bite instead of tusk for this creation only).
(Of course, this is another critter/race designed for my World of Kulan campaign setting.)
Enjoy!
KF72
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Thri-Kreen, Dire Humanoid (Throkr)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: 4 claws +11 melee, bite +6 melee; or gythka +11 melee, bite +6 melee; or large chatkcha +5 ranged
Damage: Claw 1d6+8, bite 1d6+5 plus poison, gythka 1d8+8, large chatkcha 1d8+8
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Poison, potent bite 2d4+6
Special Qualities: Darkvision 60 ft., immunity to sleep, leap, scent, weapon familiarity (gythka), weapon familiarity (chatkcha)
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 22 (+6), Dex 15 (+2), Con 17 (+3), Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +3, Climb +7, Hide +5*, Jump +38, Listen +2, Spot +3
Feats: Deflect Arrows (B), Desert Dweller (SS), Weapon Focus (gythka)
Climate/Terrain: The Fallenlands – any desert or dry plains
Organization: Solitary, pair, or family (5–10)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3
Fallenlanden thri-kreen, known as throkr, are large thri-kreen similar to the medium-size kreen living on the continent of Kanpur. While not as intelligent as the thri-kreen of Kanpur, throkr make up for this by being stronger and wiser. Throkr stand roughly 11 ½ feet tall and weigh 700 lbs.
Other than size, they look and dress the same as other kreen.
Throkr speak the same language as other kreen, which is composed of clicking and snapping sounds made with their mandibles, as well as the common tongue of The Fallenlands, Ignan.
Combat
Throkr se their natural camouflage, quick speed, and natural jumping ability, in melee, just as normal kreen do.
Note that throkr never develop psionics like normal kreen.
Immunity to Sleep (Ex): Since throkr do not sleep, they are immune to magic sleep effects. Throkr spellcasters still requires 8 hours of rest before preparing spells.
Leap (Ex): Throkr are natural jumpers. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.
Poison (Ex): A throkr delivers its poison (Fortitude save DC 16) with a successful bite or potent bite attack. The initial and secondary damage is the same (paralysis for 2d6 minutes). A throkr produces enough poison for bite type attack per day.
Potent Bite (Ex): A throkr can deliver a more powerful bite attack that does 2d4 damage plus its adjusted Strength modifier, as well as poison. Only the bite itself is more powerful, not the poison. This is a standard action.
Scent (Ex): A throkr can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Skills: *The exoskeleton of a throkr blends in well with desert terrain, granting it a +4 racial bonus on Hide checks in sandy or arid settings. As a dire creature, throkr also gain a +1 bonus to Jump checks and a +2 bonus to Hide checks.
Throkr Characters
Throkr favor the ranger class.
(Of course, this is another critter/race designed for my World of Kulan campaign setting.)

Enjoy!
KF72
--------------------------------
Thri-Kreen, Dire Humanoid (Throkr)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: 4 claws +11 melee, bite +6 melee; or gythka +11 melee, bite +6 melee; or large chatkcha +5 ranged
Damage: Claw 1d6+8, bite 1d6+5 plus poison, gythka 1d8+8, large chatkcha 1d8+8
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Poison, potent bite 2d4+6
Special Qualities: Darkvision 60 ft., immunity to sleep, leap, scent, weapon familiarity (gythka), weapon familiarity (chatkcha)
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 22 (+6), Dex 15 (+2), Con 17 (+3), Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +3, Climb +7, Hide +5*, Jump +38, Listen +2, Spot +3
Feats: Deflect Arrows (B), Desert Dweller (SS), Weapon Focus (gythka)
Climate/Terrain: The Fallenlands – any desert or dry plains
Organization: Solitary, pair, or family (5–10)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3
Fallenlanden thri-kreen, known as throkr, are large thri-kreen similar to the medium-size kreen living on the continent of Kanpur. While not as intelligent as the thri-kreen of Kanpur, throkr make up for this by being stronger and wiser. Throkr stand roughly 11 ½ feet tall and weigh 700 lbs.
Other than size, they look and dress the same as other kreen.
Throkr speak the same language as other kreen, which is composed of clicking and snapping sounds made with their mandibles, as well as the common tongue of The Fallenlands, Ignan.
Combat
Throkr se their natural camouflage, quick speed, and natural jumping ability, in melee, just as normal kreen do.
Note that throkr never develop psionics like normal kreen.
Immunity to Sleep (Ex): Since throkr do not sleep, they are immune to magic sleep effects. Throkr spellcasters still requires 8 hours of rest before preparing spells.
Leap (Ex): Throkr are natural jumpers. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.
Poison (Ex): A throkr delivers its poison (Fortitude save DC 16) with a successful bite or potent bite attack. The initial and secondary damage is the same (paralysis for 2d6 minutes). A throkr produces enough poison for bite type attack per day.
Potent Bite (Ex): A throkr can deliver a more powerful bite attack that does 2d4 damage plus its adjusted Strength modifier, as well as poison. Only the bite itself is more powerful, not the poison. This is a standard action.
Scent (Ex): A throkr can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Skills: *The exoskeleton of a throkr blends in well with desert terrain, granting it a +4 racial bonus on Hide checks in sandy or arid settings. As a dire creature, throkr also gain a +1 bonus to Jump checks and a +2 bonus to Hide checks.
Throkr Characters
Throkr favor the ranger class.
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