Thri-kreen (CR +1 )

Medium Monstrous Humanoid
Alignment: Usually chaotic neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2
Languages: Thri-kreen. Many speak Common


AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +0, Ref +5, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Claw +3 melee; or gythka +3 melee ; or chatkcha +4 ranged
Full Attack: 4 claws +3 melee and bite -2 melee; or gythka +3 melee and 2 claws -2 melee and bite -2 melee; or gythka +1/+1 melee and 2 claws -2 melee and bite -2 melee; or chatkcha +4 ranged
Damage: claws 1d4+1, bite 1d4 plus poison, gythka 1d10+1, chatkcha 1d6+1
Special Attacks/Actions: Poison, psi-like abilities
Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 12, Cha 7
Special Qualities: immunity to sleep effects, leap, naturally psionic
Feats: Deflect Arrows, Multiweapon Fighting
Skills: Balance +3, Climb +2, Hide +3*, Jump +35, Listen +2, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate or warm desert, warm plains
Organization: Solitary or pack (5-10)
Treasure: None

Source: Shining South
Monster Manual II

Combat

While hunting, thri-kreen use their natural camouflage to sneak up on potential prey. Thri-kreen close to combat (and flee from it) quickly due to their speed and leaping ability. They can use the gythka and chatkcha (exotic weapons that are unique to mantis warriors), but they prefer to attack with their claws and poisoned bites.

Poison (Ex): Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A thri-kreen produces enough poison for one bite per day. The save DC is Constitution-based.

Psi-Like Abilities: When using the Expanded Rsionics Handbook, apply the following psi-like abilities to a thri-kreen: 3/ - chameleon, know direction and location; 1/day - greater concealing amorpha, metaphysical claw. Manifester level is equal to 1/2 the thri-kreen's Hit Dice (minimum 1st).

Leap (Ex): A thri-kreen is a natural jumper. It gains a +30 competence bonus on all Jump checks.

Naturally Psionic: When using the Expanded Psionics Handbook, a thri-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.

Skills: The exoskeleton of a thri-kreen blends in well with desert terrain, granting a +4 racial bonus on Hide checks in sandy or arid settings (including the Shaar).