Dark Sun - Kreen Tribes

Living for the thrill of the "tchaktcha" (the hunt), they are utilitarian and merciless; they do not eat sentient humanoids if not starving, though. They are uncomplicated in their view of the world.

Lvl 2 striker
M24
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Desert Scout.

Invisible until first attack. Can jump over obstacles.

  • Claws (3x). slashing.
Lvl 5 support
M750
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Hive Mind.

At the start of its turn, target two allies at Reach 12: they can Move 4. When you suffer a condition, the nearest ally at Reach 12 mirrors it until the end of their next turn.

Choose one.
  • Psychic Hammer.

    (Reach 8) 2d6+10 psychic. On hit: push 2, on miss: the Telepath moves 4.

  • Hone the Hunt (1 use).

    (Concentration, Reach 12) Choose an ally with Genetic Memory: 1/turn, they can reroll their 1s.

Lvl 4 striker
M7735
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Four Armed Offense.

Can Grapple 3 creatures in total. While Grappling, attacks at Reach 1 also hit the Grappled creature.

Choose one.
  • Chatkcha Throw.

    (Range 6) 2d6+5 slashing, on crit: hits a second target within 2sq.

  • Claws (2x).

    1d6+8 slashing, on crit: Grapple (escape DC 13).