Settings Guide Book
Deprecated Stuff
Old Campaign Notes
Future Campaign Ideas
Other Homebrew
Toolbox
Settings Guide Book
Deprecated Stuff
Old Campaign Notes
Future Campaign Ideas
Other Homebrew
Toolbox
A race of primitive and tribal insect like humanoids, Kree-antha are easily the most monstrous of the intelligent races of Alaraes. Although their culture has not advanced much technologically for the past ten centuries or so, they have continued to develop as warriors and shamans.
Kree-antha are slow to make alliances and friends, but once the bond is formed it is permanent, one way or another. The vast majority of their race come from Suidad, but pockets of them have been found in the deserts of both f Kaldar and Aesh, suggesting that they likely originated in that region. All Kree-antha share the same golden-brown coloration, with minor variations in spots or stripes. Because of their physical similarity, they paint their carapaces when they expect to be in contact with other races, for ease of differentiation. They have eight limbs, four legs and four arms, two of which are much smaller and limited in capability.
Kree-antha society is divided into a simple caste system. Kree-odea are warriors and hunters, and Kree-optera are shamans and chiefs.
Ability Score Increase. Your Constitution score increases by 2, and your charisma score decreases by 1.
Age. Kree-antha live hard and short lives. The upper age of a Kree-antha is 45 years old, but only the strongest warriors and wisest shamans live into old age.
Speed. Your base walking speed is 30 feet.
Alignment. Kree-antha favor the chaotic spectrum, and tend towards neutral.
Size. Kree-antha are usually 6-7 ft. tall, and 3-4 ft. long. Your size is medium.
Darkvision. Your large bulbous eyes are well suited to capturing all available light, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Round-eye. You have 360-degree vision and cannot be surprised.
Language. You can speak, read, and write Common and Ergat.
Kree-odea are akin to mantids, with a thin long upper body sporting four arms, the bottom set of which can only hold light objects, and low short lower body with four legs. Their exoskeletons plates are thicker and your overall frame is heavier than your kree-optera counterparts, making them far better suited for combat.
Ability Score Increase. Your Strength score increases by 2.
Battle Forged. Your thick hide and extensive battle experience make you ideal for martial combat. You gain one weapon proficiency of your choice. In addition, you gain 2 extra hit points per level.
Sturdy footing. You cannot be knocked prone, additionally you are not affected by non-magical sources of difficult terrain.
Four-armed. You have two additional sub arms in addition to your normal ones. These sub arms are too small to hold anything heavier than 5 lbs., but may be used to reach into bags and grab items as a bonus action.
Kree-optera are thinner and much lighter than their kree-odea counterparts. They have four thin, multicolored wings that fold down and under a special carapace plate on their back. A rolled tail can be unfurled to reveal a small defensive stinger.
Ability Score Increase. Your Dexterity score increases by 2.
Fly. You have a fly speed of 10 feet, but must land at the end of your movement.
Sinister Presence. Once per short or long rest, as a bonus action, you may emit a pheromone that causes fear in all non Kree-antha creatures. Non Kree-antha within a 20 foot radius of you must succeed on a constitution saving throw or become
Stinger. You may make a melee attack with the small stinger on the end of your tail. On a successful hit, the target must succeed on a DC 13 constitution saving throw or become poisoned for 1d4 rounds.