Thri-Kreen in Starfinder
A long time ago I adapted the thri-kreen to Pathfinder, recently I've been considering races that would make great foes in Starfinder: neh-thaalgu, mind flayers, neogi and others are all great choices, but thri-kreen struck me as a great "indigenous" race that could keep popping up on primitive, backwater worlds in the Vast.
The conversion is part "by the book" using Starfinder's suggested adaptations, with a bit of modification to make the thri-kreen a greater potential low level threat.
The conversion is part "by the book" using Starfinder's suggested adaptations, with a bit of modification to make the thri-kreen a greater potential low level threat.
Thri Kreen (CR 2)
XP 600
CN medium humanoid (thri-kreen)
Defenses:
HP 25 EAC 14,
KAC 15
Fort +0 REF +5 Will +4
Defensive
Abilities: none;
Immunities sleep
Offense:
Speed 30; leap (special)
Multiattack 4 claws +4 melee (1D4+2
S each) and bite +2 melee (1D4 plus poison)
Multiattack 4 gythka strikes
+4 melee (1D6+2 S each)
Melee
gythka +8
melee (1D6+2 S)
Ranged chatkcha +8
ranged (1D6+4)
Offensive
Ability
Poison (Fortitude DC 11; paralysis 1D8 rounds)
Space: 5 ft Reach 5 ft
Statistics:
Abilities: Str +2, Dex +4,
Con 0, Int 0, Wis +1, Cha 0
Skills: Acrobatics +12, Athletics +7, Stealth
+7, Perception +7
Other Abilities: Darkvision 60
ft., immunity to sleep, leap
Poison
(Ex): A thri-kreen delivers its poison (Fortitude save DC 11) with a
successful
bite attack. The
initial and secondary damage is the same (paralysis for 1D8 rounds). A thri-kreen
produces enough poison for one bite per day.
Immunity
to Sleep (Ex): Since thri-kreen do not sleep, they are immune
to magic sleep effects. A thri-kreen spellcaster still requires 8 hours
of rest before preparing spells.
Leap
(Ex): A thri-kreen is a natural jumper. It calculates the DC for jumping
with a ten foot or more head start at ½ the default value and also may jump up
to its movement value vertically wit no running start. An unencumbered thri-kreen
does not need to make a jump check on athletics.
Camoflage: The
exoskeleton of a thri-kreen blends in well with desert terrain, granting it a
+4 racial bonus on Hide checks in sandy or arid settings.
Thri-kreen are found
on backwater desert worlds in The Vast. The typical thri-kreen is a 1.5 to 2 meters tall four limbed insectoid being, and they demonstrate ferocious
territoriality. Some who have studied the thri-kreen suspect that their prevalence
on multiple worlds suggest they may have once been capable of space flight. On
some worlds thri-kreen demonstrate a keen potential for mysticism. Vesk slavers
like to capture thri-kreen as for use as thrall warriors and gladiators.
Thri-kreen live about 30 years and do not sleep, requiring on meditation time for spell recovery.
THRI-KREEN
WEAPONRY
Thri-kreen warriors
have invented two exotic weapons that are unique to their race—the gythka and
the chatkcha. As no thri-kreen have yet developed advanced technology, these
weapons only have primitive analog versions:
Gythka: This
Large exotic melee double weapon is a polearm with a blade at each end. A
thri-kreen who has the Multiweapon Fighting feat can wield two gythkas at once
as double weapons because of its four arms. Each end of a gythka deals 1d6
points of slashing damage. Each end is a slashing weapon that deals double
damage on a critical hit. (level 1; price 500; Bulk 1; analog)
Chatkcha: This
Medium-size exotic ranged weapon is a crystalline throwing wedge. Its sheer
weight makes it unwieldy in the hands of those not proficient with it. A
chatkcha deals 1d6 points of piercing damage and has a range increment of 20
feet. It deals double damage on a critical hit. (level 1; price 40 apiece; Bulk
L; analog)
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