Thri-kreen Predator

"My clutchmates and I, we learned to hunt to survive. In these days, I hunt those who speak and think. But I must do so, for I must survive."

Prerequisite: Thri-kreen race

Some thri-kreen fully hone their natural physiology, turning their bodies into weapons deadlier than the gythka. They strengthen their extra arms for making claw attacks, practice graceful jumps with their powerful legs, and augment their natural venom so it is potent enough to take down tough prey. Because of their battle prowess, these kreen often become the strongest members of their packs. It is the thri-kreen way to challenge weaker leaders, and the greatest hunters rise to positions of leadership.

As you grow into the role of thri-kreen predator, you become larger and tougher, with thicker chitinous plates and stronger limbs. Along with these physical changes, your instincts and racial memories become more acute. You sense the long lineage of the kreen, and you understand the great hunts of the past and the long-forgotten tactics that let your race survive the most dangerous periods of Athasian history.

For some thri-kreen, these changes are natural—a hereditary gift. Others use psionic powers or martial training to strengthen themselves. Some find the predator’s path after being exposed to sites or objects of power that stirred deep racial memories. No matter what triggered your transformation, you have become a kreen among kreen.


    Leap Into Action (11th level): When you spend an action point to take an extra action, you can make an Athletics check to jump as a free action either before or after your extra action. This jump does not provoke opportunity attacks.
    Strong Claws (11th level): You gain a climb speed equal to half your speed. You also gain a +2 bonus to damage rolls with your thri-kreen claws racial power.
    Entrapping Pack (16th level): You flank an enemy as long as both you and a nonadjacent ally are adjacent to the enemy.

Thri-kreen Predator Attack 11Capturing Claws

You snag your foe with one of your claws and rend the enemy with your weaker claws as long as it remains in your grasp.

Standard Action      Melee touch

Target: One creature

Attack: Strength + 6, Constitution + 6, or Dexterity + 6 vs. Fortitude or Reflex
Level 21: Strength + 9, Constitution + 9, or Dexterity + 9 vs. Fortitude or Reflex

Hit: 3d8 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you grab the target. Until the grab ends, the target takes 5 damage at the start of each of its turns.

Special: While grabbing the target, you can use a move action to move one-half your speed and pull the target with you.

Thri-kreen Predator Utility 12Insect's Spring

You suddenly leap across the battlefield, moving too quickly for your enemies to react.

Minor Action      Personal

Effect: Make an Athletics check to jump. This jump does not provoke opportunity attacks.

Thri-kreen Predator Attack 20Paralyzing Bite

In the adrenaline rush of combat, your mandibles fill with a toxin that paralyzes a foe that you bite.

Daily        Poison, Reliable
Standard Action      Melee 1

Target: One creature

Attack: Strength + 9, Constitution + 9, or Dexterity + 9 vs. Fortitude

Hit: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier poison damage, and the target is stunned until the end of your next turn. The target also takes ongoing 5 poison damage (save ends).

Published in Dark Sun Campaign Setting, page(s) 33.