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