Thri-kreen

The thri-kreen are nomadic warriors, living in the deserts and savannas of the world and avoiding contact with all other races. While thri-kreen consider all other living creatures as potential nourishment (they love the taste of elf flesh in particular), they are less likely to attack something on sight if they believe it may be useful for something other than food, and so thri-kreen only kill to survive, never hunting for sport. Thri-kreen are also gifted with psionic powers, which they use to communicate emotions with others, to make up for their inability to speak any language but their own.

Thri-kreen
Four-armed insectoids, thri-kreen are particularly nimble, sleepless, and have a thick carapace which they can shift colors to match their environment. Thri-kreen are also naturally psionic and can telepathically communicate their emotions to other creatures, though some also train to manipulate their psionic powers for other benefits.
 * Ability Scores. Dex +1, Con +1, Cha -1
 * Size. Medium. Thri-kreen have slender builds and range from 6 to well over 7 feet tall.
 * Speed. 40 feet.
 * Age. Thri-kreen are born in a larval state which they grow out of across the span of their first year, and are considered adults afterwards. Thri-kreen rarely live past 30, which is often believed to be due to their sleepless nature.
 * Alignment. Practical, resourceful, and never in one place for too long, thri-kreen follow a chaotic lifestyle, and few break from that mold. Most of the time, thri-kreen remain neutral, but forces of good and evil are easily able to sway them to their side so long as they accommodate for the thri-kreen's wants and needs.
 * Chameleon Carapace. You can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide.
 * Standing Leap. Your long jump is up to 30 feet high, and your high jump is up to 15 feet, with or without a running start.
 * Natural Armor. Your thick, insectoid carapace helps protect you. While you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
 * Extra Limbs. You have four arms, which allows you to carry up to four items or weapons, or wield two weapons with the two-handed property, although you cannot wield more than one weapon with the heavy property, and you can only benefit from one shield at a time. In addition, when you engage in two-weapon fighting, you can make an attack with another light melee weapon that you are wielding.
 * Paralyzing Bite. Your mandibles are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, the target must succeed on a Constitution saving throw or be poisoned for 1 minute. If 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 at the end of each of its turns, ending the effect on itself on a success. The DC is equal to 8 + your Constitution modifier + your proficiency bonus.
 * Sleepless. Thri-kreen don't need to sleep and can rest while remaining alert and performing light tasks. You must still rest for the full duration of a short or long rest in order to benefit from it.
 * Thri-kreen Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast blur once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
 * Thri-kreen Weapon Training. You are proficient with the gythka and the chatkcha, two thri-kreen specific weapons that are described below.
 * Language. You can speak, read, and write Thri-kreen, and you can understand, read, and write Common, but you can't speak it. Thri-kreen also have the ability to telepathically convey their emotions to other creatures of their choice within 60 feet of them.

Thri-kreen Weapons
Thri-kreen are proficient in weapons whose designs have passed through many generations; the gythka, and the chatkcha. These weapons compliment a thri-kreen's abilities and their physical nature, and so they can prove to be unwieldy for those that aren't properly trained, imposing disadvantage on all attack rolls made by a creature that is not proficient with them.

A gythka is a two-handed polearm with a blade at each end, with the haft long enough so that the thri-kreen may comfortably change its grip on the weapon, as well as perform quick flourishes and rapid strikes. A gythka has the two-handed and finesse properties, and it deals 1d8 slashing damage on a hit. Additionally, you may attack with the opposite end of the gythka as a bonus action when taking the Attack action. This follow-up attack is treated as if you were engaging in two-weapon fighting, so those rules apply.

A chatkcha is a flat, triangular wedge with three serrated blades, and is often treated as a throwing weapon. Thri-kreen use chatkchas in place of typical knives and daggers, and some even choose to go into battle with a chatkcha in each hand. A chatkcha has the light, finesse, and thrown properties, with a range of 30/120 feet, and it deals 1d6 slashing damage on a hit.

A thri-kreen or other creature that is proficient in the gythka and/or the chatkcha can create one of the weapons in a day with the necessary materials, as determined by the DM.