Skill |
Ability |
Score
|
Acrobatics |
DEX |
+5
|
Animal Handling |
WIS |
+3
|
Arcana |
INT |
0
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
0
|
Insight |
WIS |
+5
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
0
|
Medicine |
WIS |
+3
|
Nature |
INT |
0
|
Perception |
WIS |
+5
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
0
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+5 (can use action for ADV)
|
Survival |
WIS |
+5
|
alchemist's supplies |
untyped |
+2
|
|
Languages
- Common
- ?
- background tools or languages
Class and Background Abilities
Race Abilities
- Type: You are a medium-sized monstrosity.
- Darkvision: 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 discern colors in that darkness only as shades of gray.
- Chameleon Carapace: While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
- Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
- You can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons.
- You can't wield a shield with a secondary arm.
- Sleepless Revitalization: You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
- Thri-kreen Telepathy: You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn't need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons,
- Hunter's Bane: You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
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