The k'r'r'r are a sentient race that look like thin spiders resting on stilt-like legs that developed in the void of wildspace. Whereas most spiderlike beings are reletively horizontal with bodies held close to the ground, the k'r'r'r are upright with torsos held 2 feet off the ground. The k'r'r'r come in shades of black and dark blue. A sky blue strain appears from now and then, and is considered a mark of blessing.
Unfettered by a dependency on gravity, the k'r'r'r are not locked into the two-demensional thought processes that seem to affect other races. Their homes and ships can be built of three-, four-, or five-sided designs to suit their needs.
Combat: K'r'r'r typically employ sound and clever maneuvers in battle, using ranged weapons and spells as much as possible. In a pinch, K'r'r'r have been known to employ their bite attack, though amongst k'r'r'r this is considered crude at best.
Wallcrawling (Ex): With the use of its six stilt-like spider legs a k'r'r'r gains the natural equivalent of a
spider climb spell, with permenant effect and personal range. Because of this ability while a k'r'r'r's legs are planted, it is completely immune to the effects of shifting gravity planes, and zero gravity.
K'r'r'r traits (Ex): The K'r'r'r posess a number of racial quirks that helps to make them interesting opponents (or allies).
& Low-light vision: K'r'r'r can see twice as far as humans in starlight, moonlight, or torchlight.
& Multi-eyed vision: The k'r'r'r have two primary, and seven secondary eyes, allowing for great visual perceptions. This grants them a +4 racial bonus to detect illusions.
& Hexopod: Because they have six chitinous legs, the k'r'r'r are harder to Bull rush and Trip (see chapter 8 of the players handbook). However, because of their unusual body structure, k'r'r'r must use barding, or purchase masterwork armor to improve its armor class.
& Poor Leverage: The k'r'r'r body is poorly designed to employ weapons that require slashing strokes, (such as swords) and suffer a 2 attack penalty while using such weapons. K'r'r'r are also completely incapable of using bows of any kind, relying instaed upon crossbows and the like.
Skills*: K'r'r'r gain a racial bonus of +2 to Spot, and Search checks.
K'r'r'r characters
Individual k'r'r'r are sometimes sent out into the known spheres to try to understand the other races, and to find alternate ways to exploit them. While others are merely curious. K'r'r'r are considered +1 characters in regards to experience, and their favored class is fighter.
In the Spheres The k'r'r'r are firm in their belief that their place is at the apex of creation and they have the right to colonize and exploit the remainder of the universe. Their logic to support this philosophy is straitforward: Other races in space apparently come from one groundling society or another they have no more purpose in space than a fish on land. The k'r'r'r, however, were born to the void as such the rest of the Known Spheres is a larder for their kitchens and a quarry for their constructions.
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Insectare, © 1991 Wizards of the Coast, Inc.
d20 System, Conversion of Insectare ©2002,
Aaron Siddall
Original Source: The Legend of Spelljammer: The Grand Tour