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He works as a scout on Caravans between Raam and Nibenay. He has a flying pet insect - a large winged beetle that flies ahead of him and then lands on his outstretched fist, reporting back in a series of clicks and cheeps. 

STATS

Thri-kreen Desert Scout

Medium humanoid (thri-kreen), neutral

Armor Class 15 (natural armor)

Hit Points 39 (6d8 + 12)

Speed 40 ft., climb 40 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)10 (+0)12 (+1)8 (-1)

Skills Perception +3, Stealth +5, Survival +3

Senses passive Perception 13

Languages Thri-kreen

Challenge 2 (450 XP)

Multiattack. The Thri-kreen Desert Scout can make two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Chameleon Carapace. The Thri-kreen Desert Scout can blend in with its surroundings, gaining advantage on Dexterity (Stealth) checks made to hide in desert terrain.

Quick Leap. The Thri-kreen Desert Scout can use its jumping ability to move up to 30 feet in a straight line, without provoking opportunity attacks.

Standing Leap. The Thri-kreen Desert Scout's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Sun Sickness. The Thri-kreen Desert Scout suffers from sun sickness when exposed to direct sunlight for more than 1 hour. While suffering from sun sickness, the Thri-kreen Desert Scout has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Pounce. If the Thri-kreen Desert Scout moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Thri-kreen Desert Scout can make one bite attack against it as a bonus action.

Poison Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 5 (1d6 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

The Thri-kreen Desert Scout can take 1 legendary action per round, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Thri-kreen Desert Scout regains spent legendary actions at the start of its turn.

Leap. The Thri-kreen Desert Scout jumps up to 30 feet in a straight line.

Quick Attack. The Thri-kreen Desert Scout makes one claw attack.

Rapid Movement. The Thri-kreen Desert Scout moves up to its speed without provoking opportunity attacks.