Trin
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Trin are a race of sapient if primitive giant praying mantises native to the Dungeons & Dragons world of Dark Sun. You may be wondering why they exist when Dark Sun already has the Thri-Kreen (and Spelljammer also has the Xixchil for another take on the "mantisfolk archetype") and... honestly, that's a good question. They're even described in official lore as being to kreen what Neanderthals are to humans; a primitive subspecies that has been largely surpassed by their more advanced kinsfolk. Thus, they are sometimes referred to as Thri-Trin.
A trin can be distinguished from a To'ksa thri-kreen by having 2 arms with pincer-like claws and four legs, whereas the thri-kreen has two legs and four arms with prehensile manipulator hands. Trin exist solely on the clutch level, and roam the lands in predatory packs that attack and devour anything they encounter, including humanoids, thri-kreen and even other trin clutches. Their society is completely animalistic, but their combination of pheromone-based language and low-level telepathy allows them to coordinate to deadly efficiacy.
Playing Trin?[edit | edit source]
Despite their primitive state, the fans behind the "Terrors of Athas" netbook decided to give the trin a boost to a playable race in Dungeons & Dragons 3rd Edition. Well, Neanderthals got the same treatment, so who are we to complain?
- Ability Score Modifiers: +4 Str, +2 Dex, +2 Con, -4 Int, +2 Wis, -2 Cha.
- Medium size.
- Trin base land speed is 50 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: Trin characters start with five levels of monstrous humanoid, which gives them 5d8 Hit Dice, a base attack bonus of +5, and base save bonuses of Fort +1, Ref +4, Will +4.
- Racial Skills: A trin‘s monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Hide, Jump, Listen, and Spot.
- Bonus Feat: Trin receive the Deflect Arrows feat for free.
- A trin‘s monstrous humanoid levels give it two feats.
- Weapon Proficiency: A trin is proficient with all simple and martial weapons.
- +3 natural armor bonus.
- +6 racial bonus on Hide checks (+10 in desert terrain).
- +30 racial bonus on Jump checks.
- Natural weapons: 2 claws (1d6), bite (1d4).
- Special Attacks:
- Improved Grab (Ex): To use this ability, a trin must hit an opponent its size or smaller with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
- Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage paralysis 2d6 minutes. The save DC is Constitution-based. A trin produces enough poison for 1 bite per day.
- Pounce (Ex): If a trin charges, it can make a full attack.
- Rend (Ex): If a trin hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+3 points of damage.
- Special Qualities:
- Hive Mind (Ex): Trin communicate with members of their clutch in part by using pheromones and can coordinate combat strategy without verbal communication. All trin within 100 ft. are in constant communication. If one in a group is not flat-footed, none of them are. No trin in a group is considered flanked unless all of them are.
- Immunity to Sleep (Ex): Because trin do not sleep, they are immune to sleep effects. A trin capable of casting arcane spells still needs 8 hours of rest each night.
- Power resistance equal to 16 + class levels.
- Automatic Languages: Common, Trin. Bonus Languages: Thri-Kreen.
- Favored Class: Barbarian or Fighter.
- Level Adjustment +2.