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====Anchorome Mantis-Folk==== {{3rd Party}} {{Main|True World Campaign}} Thri-kreen PCs from the [[Anchorome]] setting have the following PC stats... weirdly, despite letting players play the incredibly rare sand-shifting Apleurus, there is no statblock for the Zik-chil as PCs. ::Ability Score Increase: +1 Dexterity ::Size: Medium ::Speed: 30 feet ::Four Arms: You have 2 extra arms as mantis-folk. You can use them to carry extra objects in your hands like a torch, ammunition, components, a holy symbol, a potion and even weapons. However you gain no benefit from holding multiple weapons or shields in your extra arms and no extra attacks besides from the extra attacks from your class or other special circumstances. ::Mantis-Folk Weapon Proficiency: You have Proficiency in the chatkcha and gythka. ::Poisonous Bite: You can make a bite attack that causes 1d4 + Str modifier Piercing damage plus 1d4 Poison damage. ::Subrace: Choose the Thri-kreen, Tohr-kreen, Apleurus, Smaragtin or Ulyssies subrace. ''Thri-Kreen:'' ::Ability Score Increase: +1 Dexterity, +1 Strength ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ''Tohr-Kreen:'' ::Ability Score Increase: +2 Strength ::Powerful Build: You count as one size larger to determine your carrying, dragging, lifting, pushing and pulling capacity. ::Abolishing Might: Your melee attacks do double damage to structures. ::Complex Builders: You gain Proficiency in one set of tools of your choice. ''Apleurus:'' ::Ability Score Increase: +2 Intelligence ::Sand Born: You can spend an action to shapeshift into the form of a pile of sand. This transformation lasts for 10 minutes or until you use a bonus action to shift back. In sand form, you are indistinguishable from ordinary sand so long as you remain motionless, but your speed becomes 10 feet, you can move through spaces as narrow as 1 inch wide, you cannot attack or cast spells, your hit points are equal to your level, and your AC becomes 10. If you drop to 0 hit points in this form you are transformed back and the remaining damages carries over to your normal form. You regain this ability when you finish a short or long rest. ::Sand Strider: You ignore difficult terrain and any hazards based on mundane sand, such as sinking into sinkholes. ::Glass Specialist: You have Proficiency with Glassblower's Tools and gain Advantage on History checks made in regards glasswork and pottery. ''Smaragtin:'' ::Ability Score Increase: +2 Constitution ::Aquatic: You can breathe air and water, and have a Swim speed of 30 feet. ::Superior Darkvision: You have Darkvision to a range of 120 feet. ::Sunlight Sensitivity: You have Disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ::Natural Armor: When not wearing armor, your Armor Class is 13 + your Dexterity modifier. ''Ulyssies:'' ::Ability Score Increase: +1 Dexterity, +1 Wisdom ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ::Climber: You have a Climb speed of 30 feet. ::Tremorsense: You have the Tremorsense (10ft radius) vision trait.
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