Races Insectoids
Roll 1d10 Race Species
1-4 Select or roll a common (C) race/species from appropriate environment
5-7 Select or roll an uncommon (UC) race/species from appropriate environment
8-9 Select or roll a rare (R) race/species from appropriate environment
10 Select or roll a very rare (VR) race/species from appropriate environment

Legend

C = Common
UC = Uncommon
R = Rare
VR = Very Rare
L = Leader (this race is not found as a population - only as rulers).

FANTASY RACES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
- UC - - Ant folk (xoroa, formian) - FF Out of the Pit; 1E D&D Monster Manual II
- - - UC Chitine 2E D&D Dragon Magazine #262 5E D&D Volo's Guide to Monsters; 4E D&D Monster Manual 3; 3E D&D Monsters of Faerun
- - - R Diopsid 3E D&D Dragon Compendium -
- - - UC Drider (spider-taur) - 5E D&D Monster Manual; PF2 Bestiary; 13th Age Core Book; 4E D&D Monster Vault; 4E D&D Monster Manual; PF Bestiary; 1E D&D Monster Manual II; Savage Worlds Fantasy Companion (arachnaur);
- VR - R Dromite (psionic bug folk) 3E D&D Expanded Psionics Handbook 3E D&D Expanded Psionics Handbook
- UC - UC Ettercap - 5E D&D Monster Manual; PF2 Bestiary (web lurker); 4E D&D Monster Manual; PF Bestiary; 2E D&D Monstrous Manual
R R - - Hengeyokai (shapechanging animal) 3E D&D Oriental Adventures 3E D&D Oriental Adventures
- - - UC Kraul - 5E D&D Guildmaster's Guide to Ravnica
- R - R Millitaur - 5E D&D Tome of Beasts
- R - - Roach folk (roachling) - 5E D&D Tome of Beasts
- R - VR Scorpion-taurs (tlincalli, stinger) - 5E D&D Volo's Guide to Monsters; 3E D&D Monsters of Faerun; 2E D&D Monstrous Manual (as manscorpion); Cypher Strange Bestiary (scormel); Savage Worlds Fantasy Companion (scorpion man);
- R - - Thri-kreen 5E D&D House (see below); 4E D&D Dark Sun Campaign Setting; 3E D&D Expanded Psionics Handbook; B&B (kreen - see below) 5E D&D Monster Manual; 4E D&D Monster Manual 3; 4E D&D Dark Sun Creature Catalog; 3E D&D Expanded Psionics Handbook; 2E D&D Monstrous Manual; 1E D&D Monster Manual II
- R - R Wasp folk (tosculi) Tosculi PF Southlands 5E D&D Tome of Beasts
R R - - Wilding (animal cross) Savage Worlds Sundered Skies Savage Worlds Sundered Skies
VR VR - VR Sci-Fi Species (select from table below) - -

SCI-FI SPECIES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
- VR - VR Coloterim - 5E D&D Esper Genesis Threats Database
R R - R Formian (ant-taur) SF Alien Archive SF Alien Archive
VR VR - - Gand d20 Ultimate Alien Anthology; Cypher sci-fi site -
VR R - UC Geonosian Saga Clone Wars Campaign Guide; d20 Ultimate Alien Anthology; Cypher sci-fi site Saga Clone Wars Campaign Guide
R R - - Haan SF Alien Archive SF Alien Archive
R UC - - Ix (ant-like) 5E D&D Spaceships & Starwyrms -
R UC - UC Roach (cockroach folk) Cypher Expanded Worlds -
C R - - Shirren SF Starfinder Core Rulebook -
R R - - Swarm SF Alien Archive SF Alien Archive
- VR - - Tre-bach - Fragged Antagonist Archive
VR R - UC Tserka - 5E D&D Esper Genesis Threats Database
- R - - Urog SF Alien Archive SF Alien Archive
UC VR - VR Verpine d20 Ultimate Alien Anthology; Cypher sci-fi site -
UC R - UC Xamaron - 5E D&D Esper Genesis Threats Database
UC UC - UC Fantasy Species (select from table above) - -
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THRI-KREEN (Mantis Folk)

Game Statistics & Lore. 5e D&D House (see below).
Further Lore & Roleplaying Ideas. Thri-kreen were a race developed for the 2E D&D Dark Sun Boxed Set. They make for good desert wanderers in any setting.

GAME MECHANICS

Dungeons & Dragons 5E

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Thri-Kreen Traits

  • Ability Score Increase. Your Dexterity score increases by 2 and your Strength or Wisdom score increases by 1.
  • Age. Thri-kreen only have a life expectancy of around 30 years.
  • Natural Armor. You have a hard chitinous exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Darkvision. Thri-kreen often stay active through the night. You can see in dim light within 60 feet of you as if it were bright light, and in dakrness as if it were dim light. You can't discern color in darkness, only shades of grey.
  • Standing Leap. Your long jump is up to 30 feet and your high jump is 15 feet, with or without a running start.
  • Multiple Arms. You have four clawed appendages that can each hold an item. You can interact with up to three objects on your person as part of another action, inplace of interacting with one item. (See 'Other Activity on Your Turn' in chapter 9 of the Player's Handbook. You also have advantage to initiate grapples. If you chose to wield more than one shield, you can only gain the AC benefits from one at a time.
  • Natural Weapons. Thri-kreen have sharp claws and mandibles that can be used as a bit attack. Your claws be used as natural weapons, dealing 1d4 + your Strength modifier slashing damage. Your bite can be used as a natural weapon to deal 1d4 + your Strength modifier piercing damage. (You are proficient in the Natural Weapons Group).
  • Torpor. Rather than sleep, thri-kreen enter a torpid state. In this state you remain aware of your surroundings. if you rest for 4 hours in this state, you gain the same benefit that a human does from 8 hours of sleep.
  • Size. Medium.
  • Speed. Base speed is 40 feet.
  • Languages Thri-kreen.

Typical Thri-kreen Drawbacks

  • Dullard (Minor) OR Anti-Social (Minor). Thri-kreen simply do not interact with other races in a social setting often and have difficulty understanding their ways. They do not undertake formal training of any kind.
  • Loyal (Minor). A thri-kreen's pack intelligence makes them protective of their clutch-mates. In an adventuring group, the thri-kreen likely considers their allies as their current clutch.
  • Hypothermic (Minor). Thri-kreen to not function well in the cold.
  • Limited Vocabulary (Minor).
  • Primitive (Minor). Thri-kreen often live in the desert wastes and do not forge iron.
  • Outsider (Minor) & Limited Vocabulary (Minor). Thri-kreen live in the wastes and consider other races as prey as often as they interact with them. Even thri-kreen that learn another language have difficulty forming the sounds with their mandibles. These penalties do not apply when speaking with other thri-kreen in the Thri-kreen language. (You only get one proficiency bonus for these combined flaws as they mostly overlap).

Bonus Proficiencies. For each minor drawback assigned to a thri-kreen, you select one of the following: Athletics, Endurance, Nature, Perception, Stealth, Survival, Polearms (Simple + Martial), Spears (Simple + Martial), Thrown & Slings (Simple + Martial) or one relevant language.


THRI-KREEN RACIAL FEATS

Race Feat & Source
Thri-kreen Changing Carapace (House, D&D Feats)
Thri-kreen Insectoid Movement (House, D&D Feats)
Thri-kreen Storm of Claws (House, D&D Feats)
Thri-kreen Paralyzing Bite (House, D&D Feats)
Thri-kreen Wasteland Wanderer (House, D&D Feats)
Thri-kreen Telepathic (Unearthed Arcana Psionic Options) This is a general feat, but thri-kreen can take it as a racial feat.
Thri-kreen Thri-kreen Psionics (House, D&D Feats)
Thri-kreen Wild Survivor (House, D&D Feats) This is a general feat, but thri-kreen can take it as a racial feat.
Thri-kreen Wild Talent (Unearthed Arcana Psionic Options) This is a general feat, but thri-kreen can take it as a racial feat.
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