Trin

Trin
CR 6 CE Monstrous Humanoid
This creature appears as a slightly humanoid praying mantis the size of a giant. It walks on two legs, one pair of arms ending in clawed hands and the other in wicked grabbing hooks.
The trin are the largest of the kreen species, and the most monstrous in terms of appearance and psychology. They have the claws of a mantis, and they use them as mantises do, gripping prey in a deadly embrace. Their venom extends from numbing the muscles to causing total paralysis, and many who are caught in a trin’s clutches do not survive to escape. They are nomadic carnivores that travel in packs, and coordinate their hunting to take down truly impressive prey. Trin are cannibalistic, devouring members of other packs if they are wounded or vulnerable. Many trin prefer the meat of thri-kreen and tohr-kreen above other foods if they can get it. As such, they are considered a menace by kreen societies, having a cultural role similar to that of ogres for humans.
Trin have a rudimentary telepathy, capable of conveying moods and images better than complex concepts. They speak Kreen, but with poor grammar and coarse inflection in the eyes of the tohr-kreen. Occasionally a lone trin may be adopted by a thri-kreen clan, but they are often mistrusted and viewed more as a pet than a peer. Trin like shiny objects, and understand the concept of magic potions and other minor items, but carry little in terms of gear. They advance by character class, most frequently as barbarians, rangers or fighters.
Trin CR 6
XP 2,400
CE Large monstrous humanoid (kreen)
Init +8; Senses darkvision 60 ft., Perception +8
Defense
AC 19, touch 14, flat-footed 14 (-1 size, +4 Dex, +1 dodge, +5 natural)
hp 68 (8d10+24)
Fort +5, Ref +10, Will +7; +4 vs. psychic magic
Immune sleep effects
Defensive Abilities psychic resilience
Offense
Speed 60 ft.
Melee 2 claws +10 (1d8+3 plus grab), bite +10 (1d4+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+4)
Statistics
Str 17, Dex 19, Con 16, Int 6, Wis12, Cha 10
Base Atk +8; CMB +11 (+15 grapple); CMD 26
Feats Combat Reflexes,Deflect Arrows (B),Dodge, Improved Initiative, Power Attack
Skills Acrobatics +12 (+28 when jumping), Climb +10, Perception +8, Stealth +11 (+19 unarmored), Survival +8; Racial Modifiers +4 Acrobatics to jump, +8 Stealth when unarmored
Languages Kreen, telepathy 100 ft.
SQ chameleon skin, master leaper
Ecology
Environment warm deserts and plains
Organization solitary, clutch (2-6) or pack (7-24)
Treasure incidental
Special Abilities
Chameleon Skin (Ex) A trin can change the color of its carapace to match its environment. It gains a +8 racial bonus on Stealth checks when it is wearing no armor and only light clothing. This bonus is reduced to +4 in light armor or clothing that covers the body. If wearing medium or heavy armor, it receives no bonus.
Master Leaper (Ex) A trin gains a +4 racial bonus on Acrobatics checks made to jump. It takes no penalty to Acrobatics checks made to jump without taking a running start. If it does take a running start, it doubles the distance covered.
Poison (Ex) Injury—bite; save Fort DC 17; duration 1/round for 2 rounds; initial effect 1d4 Dex damage; secondary effect paralyzed 1d4+1 rounds; cure 1 save. The save DC is Constitution based.