Nerubian (3.5e Race)
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As the last surviving bastion of their race, nerubians tend to be insular and xenophobic, but some venture from their underground kingdom to become adventurers. Those who choose to explore often do so out of either curiosity or lust for knowledge. The average nerubian works to rebuild their broken kingdom, with the idea that their race will once again stand tall.
The average nerubian stands at the same height as a human, but they are much longer at 7 feet from spinneret to mandibles. Standing on six thin chitinous legs ending in a single spike, these arachnids share traits of a centaur in that the upper body is humanoid. With two arms ending in two long-clawed fingers and a face of a spider sporting eight eyes and a series of mandibles only useful for eating, nerubians are vastly different from most other races.
Few know of the nerubian's existence, and they are often mistaken for unintelligent abominations, leading to hostilities with ignorant individuals, those that would portray them as monsters, or those hasty to attack. A growing need for supplies has led them to open trade relations with any race willing to do business, but they nonetheless stick to the shadows.
Nerubians, for better or worse, are almost never good, and fall between any variation of neutral or evil. They have no special stance on the lawful-chaotic axis.
Nerubians hail from an underground kingdom in the frozen north, known as Azjol'Nerub. It looks like a massive underground city, surrounded by luminescent fungus and spider webs. The buildings resemble those of ancient Egypt and Mesopotamia in terms of architecture, though the ziggurats are of a completely unique design.
Nerubian have long since been disconnected from their now-dormant god of death, and as such have come to the point where faith, religion and worship seem alien to them.
Common, Nerubian, and any bonus languages.
Nerubian speak just like any other race by vibrating their vocal cords. However, their mandibles allow for sounds hard to produce by non-insect creatures. Their names reflect this and often have odd and exotic syllables, leading to equally exotic names, for example Anub'Arak, Azhuul'Mehab, and Krik'thir
- +2 Dexterity, +2 Intelligence, -2 Strength, -2 Charisma: Nerubians are physically feeble and being a monstrous, xenophobic spider doesn't help with relations, but natural affinity and training makes them both nimble and sagely.
- Medium size.
- Monstrous Humanoid: As monstrous humanoids, nerubians are proficient with all simple weapons, but they have no proficiency with any armor or shield.
- A nerubian's base land speed is 30 feet. It also has a climb speed of 15 feet.
- A nerubian can throw a web three times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the nerubian. An entangled creature can escape with a successful Escape Artist check (DC 10 + ½ nerubian's class level + nerubian's Con modifier) or burst it with a Strength check. Both are standard actions, and gthe Strength check DC includes a +4 racial bonus.
- Spider Empathy (Ex): Nerubians can communicate and empathize with spiders and spider-like animals and vermin. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as "friend," "foe," "flee," and "attack."
- +1 natural armor bonus.
- Skills: A nerubian has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
- Automatic Languages: Common, Nerubian. Bonus Languages: Any.
- Favored Class: Wizard.
- Level Adjustment: +1
|40 years||+1d6 years||+2d6 years||+5d6 years|
|Middle Age1||Old2||Venerable3||Maximum Age|
|200 years||400 years||600 years||+3d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 10"||+1d3||260 lb.||× (2d6) lb.|
|Female||5' 10"||+1d3||260 lb.||× (2d6) lb.|