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Tohr-kreen

I know I've probably promised to do these guys multiple times, but I can do them this time.

There will be confusion between tohr-kreen and thri-kreen, which I must clarify.

First, tohr-kreen were introduced in the first Dark Sun MC (DSMCI). However, these monsters weren't actually tohr-kreen, but zik-trin, which are basically templated kreen.

The "real" tohr-kreen were introduced in Thri-kreen of Athas, Windriders of the Jagged Cliffs, and DSMCII.

Tohr-kreen means "settled kreen", which might make you think they're all civilized. Not really. There are six subspecies of kreen, which I will cover here in order of "rank" - some are thri-kreen as well. Thri-kreen means "wandering kreen". Most thri-kreen are To'ksa and the rest of Jeral (both of these subspecies can be tohr-kreen or thri-kreen).




J'ez (tohr-kreen only). Black-shelled, smaller than To'ksa, intelligent, always psychic. Usually lawful (neutral or evil), play a leadership role among the kreen.

J'ez
Medium Monstrous Humanoid (Psionic)
Hit Dice: 2d8, hp 9.
Init: +2
Spd: 40 ft.
AC: 15 (+2 Dex, +3 natural)
BAB/Grap: +2, Grap +2
Atk: 4 claws +4 melee (1d4) and bite +2 melee (1d4 and poison) or 2 chatkcha +2/+2 ranged (1d6) or gythka +2 melee (1d8/x3) or +0/+0 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: hidden talent, poison
Special Qualities: antennae, dodge missiles, great leap, kreen traits, low-light vision, sleepless, weapon familiarity.
AL: usually lawful neutral or lawful evil
SV: Fort +0, Ref +4, Will +3
Str 10, Dex 15, Con 10, Int 10, Wis 13, Cha 8.
Skills: Concentration +2, Intimidate +1, Jump +30, Knowledge (psionics) +2, Knowledge (any) or Profession (any) +2 or +3, Psicraft +2.
Feats: Multiattack (B), Two-Weapon Fighting (B), Weapon Finesse.

Combat
J'ez with psionic powers enter combat by manifesting them. Otherwise they prefer to use their gythka and bite attacks.

Antennae (Ex): Kreen use their antennae to hear and can detect nearby objects with them. Antennae give kreen the Blind-Fight feat.
Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Hidden Talent: All J'ez have at least some degree of psionic power. Each J'ez has the Hidden Talent feat (see Expanded Psionics Handbook, page 67). If a J'ez takes any levels in any manifesting classes, this power is added to its repertoire of known powers.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution.

J'ez Characters
A J'ez's favored class is psion. About half of J'ez are psions, and many focus on Metacreativity powers. Since J'ez play a leadership role among the tohr-kreen, most others would have classes with leadership abilities (such as any class that gives access to White Raven maneuvers). J'ez are frequently fighters as well. J'ez arcane spellcasters are completely unknown.


J'hol (tohr-kreen only). Smallest of the kreen, pink-colored. More agile than other kreen but have weaker venom. Generally act as soldiers, generally chaotic evil. More than half of all J'hol are psychic.

J'hol
Medium Monstrous Humanoid
Hit Dice: 2d8, hp 9.
Init: +3
Spd: 40 ft.
AC: 16 (+3 Dex, +3 natural)
BAB/Grap: +2, Grap +2
Atk: 4 claws +5 melee (1d4) and bite +0 melee (1d4 and poison) or 2 chatkcha +3/+3 ranged (1d6) or gythka +2 melee (1d8/x3) or +0/+0 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
Special Qualities: antennae, dodge missiles, great leap, kreen traits, low-light vision, sleepless.
AL: usually chaotic evil
SV: Fort +0, Ref +5, Will +3
Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 6.
Skills: Intimidate +2, Jump +30, Knowledge (tactics) +2, Tumble +8.
Feats: Two-Weapon Fighting (B), Weapon Finesse

Combat
J'hol are particularly aggressive. They usually throw their chatkcha in pairs and almost never close to melee. J'hol have weak poisonous bite attacks.

Antennae (Ex): Kreen use their antennae to hear and can detect nearby objects with them. Antennae give kreen the Blind-Fight feat.
Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d4 Dex, secondary damage 1d4 Dex, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution.

J'hol Characters
A J'hol favored class is wilder, and a high proportion of J'hol choose this class. Fighters and psychic warriors are very common among the J'hol. J'hol arcane spellcasters are completely unknown.


Jeral (both). Roughly 30% of thri-kreen are Jeral. They're a bit more intelligent than the common To'ksa kreen and a bit gentler. They have short antennae and don't seem to hunger for elf-flesh like other kreen. Among the tohr-kreen, they're generally teachers, psychics, or ranchers. No alignment listed, but "seem" to be neutral good (at least the civilized ones tend to be).

Jeral
Medium Monstrous Humanoid
Hit Dice: 2d8, hp 9.
Init: +2
Spd: 40 ft.
AC: 15 (+2 Dex, +3 natural)
BAB/Grap: +2, Grap +2
Atk: 4 claws +4 melee (1d4) and bite -1 melee (1d4 and poison) or 2 chatkcha +2/+2 ranged (1d6) or gythka +2 melee (1d8/x3) or +0/+0 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
Special Qualities: dodge missiles, great leap, kreen traits, low-light vision, sleepless.
AL: often neutral good (tohr-kreen) or neutral (thri-kreen)
SV: Fort +0, Ref +4, Will +3
Str 10, Dex 15, Con 10, Int 10, Wis 13, Cha 8.
Skills: Handle Animal +2, Jump +30, Knowledge (any) +4 or Profession (any) +5, Survival +4 (tohr-kreen)
Feats: Two-Weapon Fighting (B), Weapon Finesse.

Combat
Against intelligent beings, Jeral generally use their chatkcha. When forced into melee, they use their gythka or natural attacks, depending on individual preference. Jeral psions are frequently skilled with Telepathy (and use attack powers against opponents) or Psychometabolism (and use these powers to support or heal other kreen).

Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution.

Jeral Characters
A Jeral's favored class is psion or ranger. Clerics and druids are also fairly common among the Jeral. A Jeral clerics worships elemental spirits and has access to the Animal domain and an elemental domain (usually Air or Earth, with fire being extremely rare). Jeral arcane spellcasters are completely unknown.


T'keech (tohr-kreen only). Striped green kreen, generally act as laborers. Unlike other kreen, they are adapted to life outside a desert. They're a bit smaller than To'ksa. Usually neutral (ethical), any (moral).

T'keech
Medium Monstrous Humanoid
Hit Dice: 2d8, hp 9.
Init: +2
Spd: 40 ft.
AC: 15 (+2 Dex, +3 natural)
BAB/Grap: +2, Grap +2
Atk: 4 claws +4 melee (1d4) and bite +2 melee (1d4 and poison) or 2 chatkcha +2/+2 ranged (1d6) or gythka +2 melee (1d8/x3) or +0/+0 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
Special Qualities: antennae, dodge missiles, great leap, kreen traits, low-light vision, sleepless.
AL: usually neutral
SV: Fort +0, Ref +4, Will +3
Str 10, Dex 15, Con 10, Int 8, Wis 13, Cha 6.
Skills:
Feats: Multiattack (B), Two-Weapon Fighting (B), Weapon Finesse

Antennae (Ex): Kreen use their antennae to hear and can detect nearby objects with them. Antennae give kreen the Blind-Fight feat.
Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution.

T'keech Characters
A T'keech's favored class is psion. T'keech rangers are quite common. T'keech arcane spellcasters are completely unknown.


To'ksa (both). Roughly 70% of thri-kreen are To'ksa. They're vicious hunters. There's hardly any cultural difference between To'ksa thri-kreen and To'ksa tohr-kreen. To'ksa tohr-kreen are frequently enslaved and used as gladiators or conscripts by higher-ranking tohr-kreen. Usually chaotic neutral.

To'ksa
Medium Monstrous Humanoid
Hit Dice: 2d8, hp 9.
Init: +2
Spd: 40 ft.
AC: 15 (+2 Dex, +3 natural)
BAB/Grap: +2, Grap +3
Atk: 4 claws +4 melee (1d4+1) and bite -1 melee (1d4 and poison) or 2 chatkcha +2/+2 ranged (1d6) or gythka +3 melee (1d8+1/x3) or +1/+1 melee (1d8+1/x3 and 1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
Special Qualities: antennae, dodge missiles, great leap, kreen traits, low-light vision, sleepless.
AL: usually chaotic neutral
SV: Fort +0, Ref +4, Will +3
Str 13, Dex 15, Con 10, Int 8, Wis 13, Cha 6.
Skills: Jump +31, Survival +6.
Feats: Multiattack (B), Weapon Finesse.

Antennae (Ex): Kreen use their antennae to hear and can detect nearby objects with them. Antennae give kreen the Blind-Fight feat.
Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution. To'ksa gain a +4 bonus to Survival checks made in grasslands and plains.

To'ksa Characters
A To'ksa's favored class is psion or ranger. To'ksa arcane spellcasters are completely unknown.

Tondi (tohr-kreen only). Barely civilized pink kreen which look like oni flowers or crystal outcroppings. Usually druids. Tondi live in groups of 1-4 and are the only kreen who can tolerate living by themselves. All Tondi are female and reproduce without the assistance of males. They have particularly vicious venom and are the largest of the kreen. They seem less agile too (less likely to dodge missiles). Usually any neutral (eg lawful, true or chaotic neutral).


Tondi
Medium Monstrous Humanoid
Hit Dice: 2d8, hp 9.
Init: +1
Spd: 40 ft.
AC: 14 (+1 Dex, +3 natural)
BAB/Grap: +2, Grap +3
Atk: 4 claws +3 melee (1d4+1) and bite +1 melee (1d4 and poison) or 2 chatkcha +1/+1 ranged (1d6) or gythka +3 melee (1d8+1/x3) or +1/+1 melee (1d8+1/x3 and 1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
Special Qualities: antennae, dodge missiles, great leap, kreen traits, low-light vision, sleepless.
AL: usually lawful neutral or lawful evil
SV: Fort +0, Ref +3, Will +3
Str 13, Dex 13, Con 11, Int 10, Wis 13, Cha 8.
Skills: Knowledge (nature) +5, Survival +6.
Feats: Multiattack, Two-Weapon Fighting (B)

Antennae (Ex): Kreen use their antennae to hear and can detect nearby objects with them. Antennae give kreen the Blind-Fight feat.
Dodge Missiles (Ex): Once per round, a kreen can dodge one ranged weapon attack by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus. To use this ability, the kreen must be aware of the attack and not be flat-footed.
Great Leap (Ex): Kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 10 + 1/2 Hit Dice + Con modifier. A kreen produces sufficient poison for only one poisonous bite per day.
Sleepless (Ex): Kreen do not sleep and are immune to sleep effects.
Weapon Familiarity (Ex): Kreen can treat gythka as martial weapons and are always proficient with chatkcha.

Skills: A kreen receives a -8 penalty to Climb and Swim checks due to their shape and weight distribution.

Tondi Characters
A Tondi's favored class is druid or psion. Tondi arcane spellcasters are completely unknown.

Note - the conversions are not finished. I still need to do up the "kreen as characters" entries, and maybe post 4th-level versions of each one as well. Oh yeah, and pick CR, but it's probably going to be 1 for each type, except maybe J'ez.
 
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BOZ

Creature Cataloguer
awesome! :) weren't there also some thri-kreen relatives in Spelljammer? i think i was confusing these guys with them.
 

BOZ said:
awesome! :) weren't there also some thri-kreen relatives in Spelljammer? i think i was confusing these guys with them.

You must mean the xixchil.

The zik-chil of Dark Sun were a poorly-known kreen-like species. They tended towards lawful evil, but had a lot of the xixchil talents, like the ability to make grafts. (Basically, they're convergent evolution, the way Athasian dwarves are nearly identical to Spelljammer dwarves.)
 


Velgost

First Post
Hey Psi why do the kreen only get to use their poison 1/day? Also is there anyway to include the fact that they used secrections to make their weapons and other tools?

edit: I know RAW says they only use poison 1/day but if I recall it used to be every bite...
 
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