Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes. J'hol feet are narrow, and lack the membranes that give Jeral and J'hol better purchase on sand. J'hol are built for the stony barrens and rocky badlands of their nation. J'hol build elaborate cities and make fine clothing and tools. They are the only kreen who routinely work metal. J'hol seldom have venomous bites, because they use their venom to make dasl, which they trade for necessities. J'hol are seldom good in alignment. J'hol are often chakak or warriors (but rarely gladiators). However J'hol enjoy combat and like watching gladiatorial contests; their arenas are some of the most famous in the north. J'hol Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int. Favored Class (Psion): A multi-class J'hol's psion class does not count when determining whether they suffer an XP penalty for multiclassing. Special Abilities: - J'hol base land speed is 40 feet. - Monstrous Humanoid: J'hol are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. - Medium: As Medium creatures, J'hol have no special bonuses or penalties due to their size. - Darkvision: J'hol can see in total darkness. - Leap (Ex): J'hol are natural jumpers, gaining a +30 racial bonus to all Jump checks. - Natural Armor: J'hol have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin. - Natural Weapons: J'hol have two claws attacks for 1d4 damage & a bite attack for 1d4 damage. - Sleep Immunity: J'hol do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect J'hol. J'hol spellcasters and manifesters still require 8 hours of rest before preparing spells. - Water Efficient: J'hol only require half the water consumption of other races. - Deflect Arrows: J'hol gain the benefit of the Deflect Arrows feat - Racial Weapon Familiarity: To J'hol, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.) - J'hol have a +4 racial bonus on Hide checks in sandy or arid areas. - Racial Hit Dice: A J'hol begins with 2 levels of monstrous humanoid. Automatic Languages: Kreen. Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen. Level Adjustment: +2