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.

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).1d6 slashing.
Genetic Memory.

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

Hive Mind.

1/turn, target two allies at Reach 12: the first moves 4 and the other makes a free attack. 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) 2d10+6 psychic. On hit: push 2, on miss: the Telepath moves 4.

  • Hone the Hunt.(Concentration, Reach 12)

    An ally Thri-Kreen doubles their Genetic Memory bonus.

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. 1/turn, negate incoming damage (can't work on crits).

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).