Dexterity
AB3
Ad hoc
6
Ad hoc
Constitution
AB2
Ad hoc
2
Ad hoc
Strength
AB1
Ad hoc
6
Ad hoc
Intelligence
AB4
Ad hoc
-12
Ad hoc
Wisdom
AB5
Ad hoc
-4
Ad hoc
Charisma
AB6
Ad hoc
-9
Ad hoc
AC
DE5
Ad hoc
1
Ad hoc
Fortitude
DE1
Ad hoc
2
Ad hoc
Reflex
DE2
Ad hoc
0
Ad hoc
Will
DE3
Ad hoc
-2
Ad hoc
Attack vs. Fortitude
ADE1
Ad hoc
0
Ad hoc
Attack vs. Reflex
ADE2
Ad hoc
0
Ad hoc
Attack vs. Will
ADE3
Ad hoc
0
Ad hoc
Attack vs. Any
ADE4
Ad hoc
0
Ad hoc
Attack vs. AC
ADE5
Ad hoc
0
Ad hoc
false
Perception
SK17
Ad hoc
-3
Ad hoc
true
Athletics
SK27
Ad hoc
0
Ad hoc
true
Nature
SK16
Ad hoc
0
Ad hoc
true
Stealth
SK20
Ad hoc
0
Ad hoc
false
Acrobatics
SK1
Ad hoc
0
Ad hoc
false
Arcana
SK2
Ad hoc
0
Ad hoc
false
Bluff
SK3
Ad hoc
0
Ad hoc
false
Diplomacy
SK6
Ad hoc
0
Ad hoc
false
Dungeoneering
SK7
Ad hoc
0
Ad hoc
false
Endurance
SK8
Ad hoc
0
Ad hoc
false
Heal
SK9
Ad hoc
0
Ad hoc
false
History
SK11
Ad hoc
0
Ad hoc
false
Insight
SK13
Ad hoc
0
Ad hoc
false
Intimidate
SK14
Ad hoc
0
Ad hoc
false
Religion
SK18
Ad hoc
0
Ad hoc
false
Streetwise
SK21
Ad hoc
0
Ad hoc
false
Thievery
SK23
Ad hoc
0
Ad hoc
3
3
Medium
This is the size of a typical human and serves as a standard in the game. This category has no special rules.
6
6
Natural
Natural creatures are native to the natural world.
39
39
Humanoid
Humanoid creatures vary greatly in how much they resemble humans. Most are bipedal.
false
GR1
Standard
1
1
Common
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
43
43
Thri-kreen
The Thri-kreen language, unique to the mantis folk, includes rasps, buzzes, and clicks that members of other races find difficult to duplicate. Most thri-kreen in the Tyr Region do not read or write; the Chachik script is an art preserved only in the thri-kreen homelands in the far west.
1
1
Unaligned
Unaligned creatures don’t actively seek to harm others or wish them ill. But such creatures also don’t go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others.
A few unaligned people, and most unaligned deities, aren’t undecided about alignment. Rather, they’ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment.
33
0
33
Darkvision
A creature that has darkvision can see in dim light and darkness without penalty. This means the creature ignores the -2 penalty to attack rolls when it attacks a target that has partial concealment as a result of dim light and the -5 penalty to attack rolls when it attacks a target that has total concealment as a result of darkness.
0
Regeneration
Ad hoc
0
Ad hoc
When its pack attacks, a mauler is the first into the fray. It slices foes mercilessly, amplifying an enemy’s pain to keep its attention away from weaker clutch members. A mauler is the last to leave the field, protecting the pack’s retreat.
Heavily built and brutally efficient, a thri-kreen mauler’s job is to leap atop the quarry and rip the creature limb from limb. A mauler’s practical attack pairs well with a bounder’s agility and precision. Together, they keep their clutch fed despite the sparse offerings available in the Western Hinterlands.
28
28
Undead
Undead are not living creatures, so effects that specifically target living creatures don’t work against them. They don’t need to breathe or sleep.
Thri-Kreen
Standard
At-Will
Attack
Melee Basic 1
one creature
Hit
Normal
Medium
AverageDamage
Ad hoc
0
Ad hoc
1
DamageConstant
Ad hoc
5
Ad hoc
8
1d8 + 5
damage.
Miss
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
Effect
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
ADE5
AC
ADE5
true
Attack vs. AC
AttackBonus
AttackBonus
Ad hoc
0
Ad hoc
Claw
Melee
true
0
Standard
Recharge
when first bloodied
Effect
Hit
Normal
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
6
Miss
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
Effect
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
The hak'trin jumps 6 squares and then uses claw twice. It gains a +1 bonus to attack rolls and a +4 bonus to damage rolls for these attacks. This movement does not provoke opportunity attacks.
Mauler Leap
Melee
false
0
Move
Encounter
Effect
Hit
Normal
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
6
Miss
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
Effect
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
The hak'trin jumps 6 squares. This movement does not provoke opportunity attacks.
Mantis Jump
None
false
0
Standard
Recharge
4
Hit
Normal
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
6
Miss
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
Effect
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
The hak'trin two claw attacks. If both attacks hit the same target, the target is grabbed, and may make a bite attack as an immediate reaction. The target takes ongoing 5 damage (save ends).
Rending Mandibles
Melee
false
0
Standard
At-Will
Hit
Normal
Medium
AverageDamage
Ad hoc
0
Ad hoc
4
DamageConstant
Ad hoc
6
Ad hoc
6
4d6 + 6
damage. If the target is grabbed add 5 damage
Miss
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
Effect
None
Medium
AverageDamage
Ad hoc
0
Ad hoc
0
DamageConstant
Ad hoc
0
Ad hoc
0
ADE5
AC
ADE5
true
Attack vs. AC
AttackBonus
AttackBonus
Ad hoc
0
Ad hoc
Bite
Melee
true
0
Initiative
Ad hoc
1
Ad hoc
HitPoints
Ad hoc
0
Ad hoc
ActionPoints
Ad hoc
0
Ad hoc
SPLand
SPLand
Land
Speed
Ad hoc
1
Ad hoc
SavingThrow
SavingThrow
Ad hoc
0
Ad hoc
80
80
Radiant
Searing white light or shimmering colors.
Resistance
Ad hoc
0
Ad hoc
484
484
Disease
Some powers expose a creature to a disease. If a creature is exposed to a disease one or more times during an encounter, it makes one saving throw at the end of the encounter to determine if it contracts that disease. If the saving throw fails, the creature is infected.
609
609
Poison
Toxins that reduce a creature's hit points.
73
73
Necrotic
Purple-black energy that deadens flesh and wounds the soul.
Resistance
Ad hoc
0
Ad hoc
817_Full
817_Full
817
8
Experience
Ad hoc
0
Ad hoc
2
Brute
Hak'trin