Kreen

Humanoid, Medium

Available with DM subscription

Racial Traits

Speed 30 ft.
Age Mature at 5 years; live to about 60 years.
Languages Common, Kreen
Alignment Tendencies Often neutral or lawful neutral, valuing the clutch above abstract morality

Ability Score Increases

Dune Kreen
DEXTERITY
+1
CONSTITUTION
+1
WISDOM
+1
OR
Canopy Kreen
STRENGTH
+1
DEXTERITY
+1
CONSTITUTION
+1
OR
Shard Kreen
DEXTERITY
+1
CONSTITUTION
+1
INTELLIGENCE
+1

Racial Features

Chitinous Carapace

Your body is sheathed in overlapping plates of hardened chitin. While you aren't wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Usage: Always active while unarmored

Six-Limbed Frame

You have four arms: two primary arms and two smaller secondary arms. Your secondary arms can hold or manipulate objects, open doors, feed you, and perform somatic components, but they can't wield weapons or shields, and they can't make attacks. You can draw or stow one item with a secondary arm as part of the same action you use to draw or stow another item. Your mantis legs also let you make a long jump of up to 20 feet and a high jump of up to 10 feet, with or without a running start.

Usage: Always active

Sleepless Vigil

You do not sleep and magic can't put you to sleep. You finish a Long Rest in 4 hours if you spend that time in a motionless, semiconscious trance, during which you remain aware of your surroundings and can notice approaching danger as normal.

Usage: Always active

Crystalline Arms Training

You have proficiency with two weapons traditional to the clutches: the gythka and the chatkcha. Gythka: martial melee weapon, 1d8 slashing damage, reach, two-handed, 6 lb. Chatkcha: martial ranged weapon, 1d6 slashing damage, thrown (range 30/120), light, 2 lb.; if you miss with a thrown chatkcha, it returns to your hand at the end of the attack. These weapons are carved from salt-crystal, bone, or glassy stone and count as your clutch's signature arms.

Usage: Always active

Apex Carnivore

You can safely eat raw, spoiled, or otherwise tainted meat, and you have Advantage on saving throws against disease or poison contracted from something you ate. You need only half as much food as a typical Medium Humanoid of your size, though all of it must be flesh.

Usage: Always active

Rules Compatibility

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Ability Scores Flexible 5.5-style increases. The base package lists +1 Dexterity and +1 Constitution, and each lineage lists one further +1; together they form the standard +1/+1/+1 spread. Players may reassign these three increases as +2/+1 or +1/+1/+1 across any ability scores they like, using the listed placement only as the default flavor. No build ever exceeds +3 total or +2 in a single score.
Balance Notes The Kreen base package is roughly on par with official species: an unarmored AC of 13 + Dexterity (Lizardfolk-tier), a sleep-free Long Rest (Elf-tier), two weapon proficiencies with bespoke clutch arms (Dwarf/Elf-tier), and two purely narrative utility traits. Each lineage then adds one +1 ability increase and three narrow traits that lean toward a single niche, so no combination stacks armor, flight, spellcasting, and bonus-action offense at once. Every base-plus-lineage build totals exactly +3 in ability increases, split as +1/+1/+1, with no single score above +1.

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