Dark Sun

Tohr-kreen II

2433



Tohr-kreen II
 J�ezJ�hol
Climate/Terrain:Any landAny land
Frequency:Common in the North, very rare elsewhereCommon in the North, very rare elsewhere
Organization:Clutch and stateClutch and state
Activity Cycle:ConstantConstant
Diet:CarnivoreCarnivore
Intelligence:Average to genius (8-18)Average to excentional (8-16)
Treasure:U (see below)U (see below)
Alignment:Any lawfulAny non-good
No. Appearing:3d123d10
Armor Class:55
Movement:1818
Hit Dice:6+36+3
THAC0:1313
No. of Attacks:5 or 25 or 2
Damage/Attack:1d3 (�4)/1d6+1 or 1d6+1 and by weapon1d4 (�4)/1d4+1 or 1d4+1 and by weapon
Special Attacks:ParalyzationLeap
Special Defenses:Missile dodgeMissile dodge
Magic Resistance:NilNil
Size:L (9� long)M (6� tall)
Morale:Elite (15-16)Fanatic (17-18)
XP Value:1,4001,400

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin�ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands.

The most common tohr-kreen of the north are the j�ez, who have black chitin, and the j�hol, who are smaller and have red chitin. Members of both species have aggressive natures. Both are similar in most ways to thri-kreen.

J�ez Tohr-kreen

The figures given above are for mature adult j�ez. Others have the following abilities, based on their age (they age one age category every two years until they reach mature adult):

HDTHAC0XPClaw/bite DamageSpecial Ability
Larva1+319651/1d2
Child2+3171201/1d3
Young3+3171751d3/1d4leap
Young adult4+3152701d3/1d6venom
Adult5+3159751d4/1d6+1chatkcha
Mature adult6+3131,4001d4/1d6+1dodge missiles

J�ez have black chitin and four-fingered hands. Skin stretches over their chitin and they have long antennae. J�ez also have mouths that are odd for kreen. The general arrangement is circular, and the j�ez have inward-pointing fanglike parts around the circumference of their relatively flexible mouths. Extensions reach from the sides of the mouth and help secure food to be taken in by the �fangs�, which dispense the tohr-kreen�s venom.

Combat: J�ez enjoy combat and war and are good military leaders. They prefer to use psionics against their opponents when possible, closing to melee when psionic attack is not an option. J�ez prefer manufactured weapons, especially the gythka, that can slash for 1-6 (1d6) points of damage against targets of man-size or smaller, or for 1-10 (1d10) points of damage against a larger target. Like thri-kreen, j�ez tohrkreen have a natural AC 5 because of their exoskeletons, and are immune to hold person and charm person spells. They learn other special abilities as they age.

Leap: This ability allows j.ez to leap 20 feet straight up or 50 feet forward. They cannot leap backward.

Venom: A bite delivers this venom. Anyone bitten must make a successful save vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2-10 (2d10) rounds, man-sized for 2-8 (2d8) rounds, large creatures for 1-8 (1d8) rounds, and huge and gargantuan creatures for 1 round.

Chatkcha: J�ez can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage when it hits, and returns to the thrower when it misses.

Dodge missiles: Mature j�ez can dodge missiles fired at them with a roll of 9 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Psionics: Many j�ez (50%) are psionicists. The rest have psionic wild talents (see The Complete psionics Handbook).

Magical and psionic items: J�ez never use magical items, but all have at least one item with psionic powers.

Habitat/Society: J�ez usually live in rocky badlands and sandy wastes, terrain that exists throughout most of their nation in the North. J�ez are often psionicists and philosophers, but tend to be aggressive. Their philosophy requires them to remain combat capable. J�ez have mating habits and gestation periods similar to those of thri-kreen. J�ez can live to be 80 years old.

Ecology: Tohr-kreen are carnivores. They build towns and cities. They work with a similar species, the zik-chil, to produce zik-trin�ta scouts.

J�ez architecture and art are average, but their literature is superb. Treasure carried by a j�ez is often books and gems (substitute psionic items for any indicated magical items).

J�hol Tohr-kreen

The figures given are for mature adult j�hol. Others have the following abilities, based on their age (they age one age category per year until they reach mature adult):

HDTHAC0XPClaw/bite DamageSpecial Ability
Larva1+319651/1
Child2+3171201/1
Young3+3171751d3/1d3leap
Young adult4+3152701d3/1d3chatkcha, kyorkcha, dodge missiles
Adult5+3159751d4/1d4+1venom
Mature adult6+3131,4001d4/1d4+1

A j�hol has red chitin, three claws per hand, and large antennae. A j�hol�s abdomen is small compared to other kreens, and the j�hol is almost humanoid in appearance. A j�hol is better built for stony barrens and rocky badlands, terrain that exists throughout most of its nation.

Combat: J�hol enjoy combat. Many have warrior character classes and some are psionicists. J�hol prefer long-range combat with missiles and psionics, but also use then leaping ability to charge into combat (standard charging adjustments, -2 to initiative, +2 to attack rolls, and a +1 penalty to AC). J�hol usually enter melee using a gythka, but also fight with claws and bite if necessary. J�hol tohr-kreen have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells. They also learn other special abilities as they grow older.

Leap: This ability allows j.hol to leap 30 feet straight up or 60 feet forward. They can leap backward 10 feet.

Chatkcha: J�hol can throw two chatkcha or kyorkcha per round, as far as 270 feet. A chatkcha causes 3-8 (1d6+2) points of damage, the kyorkcha, 3-10 (1d8+2) points of damage. Both weapons return to the thrower if they miss.

Dodge missiles: Mature j�hol can dodge missiles fired at them on a roll of 8 or better on 1d20. They cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Venom: Though j�hol produce venom like other kreen, most use it to produce the crystal needed to make chatkcha and kyorkcha. Only 5% of j�hol actually have a venomous bite. Their venom paralyzes most creatures for 1-4 (1d4) rounds, huge and gargantuan creatures for only 1 round.

Psionics: At least one j�hol (and as many as 25%) in a group is a psionicist. About 50% of the rest have psionic wild talents, described in The Complete Psionics Handbook.

Magical and psionic items: J�hol rarely use magical items, but sometimes carry items with psionic powers.

Habitat/Society: J�hol are more inclined toward building and crafting the other tohr-kreen. Their cities are elaborately made, and usually quite large, with vast parks, ornate decorations, high walkways, and tall spires.

Popular professions among j�hol include the psionicist and all warrior professions. Gladiators are rare among j�hol, but j�hol enjoy combat and like watching gladiatorial contests; their arenas are some of the most popular in the North.

J.hol have mating habits and gestation periods similar to those of thri-kreen and can live to be 50 years old.

Ecology: J�hol are builders and make fine clothing and tools, and they are the only kreen who routinely work metal. J�hol make beautiful crystalline weapons. For individuals, a finely made crystalline weapon (a chatkcha or kyorkcha, or a gythka with crystalline heads) should be substituted for indicated art objects, while a psionic item should be used if a magical item is indicated.


Last Modified: March 20, 2010, 13:14:58 GMT

Advanced Dungeons & Dragons 2nd Edition


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