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Shaar Nikqueek in Dungeons & Dragons 5e

Homebrew

Shaar Nikqueek CR: 3

Large mortal (thri-kreen), chaotic neutral
Armor Class: 16 (grafted chitin armor)
Hit Points: 33 6d8+6
Speed: 40 ft.

STR

18 +4

DEX

16 +3

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

6 -2

Skills: Athletics +8, Acrobatics +6, Perception +5, Stealth +6
Senses: darkvision 60 ft., passive Perception 17
Languages: Traditional Zejaach, Flicking
Challenge Rating: 3
Proficiency Bonus: +3

Chameleon carapace: Shaar can change the color of its carapace to match the color and texture of his surroundings. As a result, he has advantage on Dexterity (Stealth) checks made to hide.   Standing Leap: Shaar's long jump is up to 30 ft. and their high jump is up to 15 feet, with or without a running start.

Actions

Multiattack: Shaar can make three attacks: one with his bite and two with his claws or his warhammers.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 4 1d6+3 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. lf the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.   Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 2d4+4 slashing damage.   Warhammer: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 1d8+4 bludgeoning damage.

A burly thri-kreen with a sandy brown carapace and suspicious insectoid eyes. Unlike the other thri-kreen you’ve met, he wears a loose tunic, cinched in awkward places to account for his anatomy. He also has no grafted charcoal chitin like that of the Marrowmen.

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