Nerubian (5e Race)
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|“||Those that can survive everywhere humans can: Rats, Cockroaches and... Nerubians?||”|
Nerubians are large, spider- and scarab-like creatures. Their bodies feature the eight-limbed arrangement of the former, while their carapace is reminiscent of the latter. The upper part of a Nerubian's body, the torso, follows a similar design to the upper body of familiar bipeds; it hosts two of the creature's eight limbs as arms attached to its shoulders and bears the creature's head between them. In terms of rough physical layout, their bodies are most similar to a Centaur or Dragonspawn, but instead of a quadrupedal lower body the Nerubian form transitions from its abdomen to a six-legged thorax.
From a distance, they seem like spindly spider centaurs. Try to say that to their face. Each leg spanning most of 6 feet stretched out these beasts seem to slouch, truly able to almost double their height with legs similar thickness to humans ending in points. Arms that bare tendons seemingly weak but brimming with stress, prehensile hands able to equip weapons as well as any man while being able to make a point and force their serrated arms straight through flesh or slice them open with their fingers. These guys are nasty if you get on their bad side. Or they are hungry. Evolving from various arachnids they have many variants, some fly, others spin webs and others burrow.
Depending on an individual Nerubian's caste, its carapace may be thicker or thinner, more colorful or more subdued. The Nerubian Spider Lords are armored from head to claw in iridescent purple, grey and black plating. They appear much bulkier than the smaller and more agile Webspinners and Workers, which have a lighter carapace, usually in brown and/or grey.
Nerubians are an ancient race of highly intelligent arachnoids. Native to the Great Glacier, these spider-men once ruled over the kingdom of Azjol-Nerub that stretched like a great web beneath the desolate glaciers. However, the Lich King crushed their dark empire and sent them skittering into the arctic wastelands and into the undergrounds of Faerûn. Though there were few pockets of nerubian warriors left, they still sought to gain vengeance upon Ner'zhul and reclaim their subterranean kingdom.
It is unknown what drove them underground however they thrived there just as well, either living alone spinning labyrinths of webbing or burrowing into other creatures lairs or creating communities, some even striking trade with dwarves. What drives a Nerubian to adventure can be almost anything, with Nerubian culture spanning primal bestial killers, to communities with infrastructure, culture, and honor. Often seeking glory, or revenge, after they're tribe, is eradicated by the uncivilized or their ancient foe. Driven to the surface, or left alone to fend for themselves.
Nerubians are a rare but not unheard of sight on the surface, and common folk to the dwarves, underground they are always approached with caution, but generally treated like any civilized race after that. On the surface, however, they are often feared, stories are told of the webbed woods, and burrowing horrors. Therefore Nerubians often wear clothes despite not needing them when venturing to the surface.
In ancient Azjol-Nerub, there were five or six schools of religious thought, and theological debates were common. Eventually, however, nerubians have come to a conclusion that worshiping creatures from beyond the world is insane.
|“||makes as much sense as a fly caught in a web worshiping the spider who is about to devour him||”|
While some have no names and if you draw their attention by asking, they will paralyze you, lay eggs in your bowl then fight the spawn over their territory. Most go by names they can pronounce, with lots of clicks, tick and knocks made with the limbs of there body. Some, however, are very articulated and can pronounce even the most complex elven names.
Gender-less: Ner'ube, Nokt'Tuk, Crikik, Rashnotin
Arachnids evolved into ultimate hunters, savage to civilized you don't want to come up against one of these in one on one combat.
Ability Score Increase. Based off of subrace.
Age. Once a nerubian hatches, it takes 12 years for them to mature. They generally live for about 80 years, but it is not unheard of for them to live longer.
Alignment. Nerubians tend toward evil; they have always been ruthless and aggressive, and since the fall of the Spider Kingdom these traits are more pronounced. Still, nerubians are intelligent, and not all fall into dark ways.
Speed. Your base walking speed is 30 feet and Climbing speed is 20 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Web Winder. You can produce up to 100 feet of spider silk, you can use it as rope, or you can use it to make a bridge. You can walk across it as if it were normal terrain, while it is difficult terrain to ally and foe. Once you regain it after a long rest.
Spider Ancestry. You have the abilities that are akin to spiders allowing you to climb, you also lack the ability to see color and can only see different shades of gray, and if in direct contact with thread, rope or webbing you gain tremorsense to 45 feet along the cord. Tremorsense increases by 25 at 10th and 15th level.
Type. Your type is Monstrosity
Languages. You can read, write and speak Common, Undercommon and one other spoken language (can't read or write it). You can also commune with arachnids such as spiders and scorpions.
Ability Score Increase. Your Dexterity score increases by 1, and Your Intelligence score increases by 2.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Enhanced Web Winder. Your thorax is larger than other nerubians, your able to produce 60 more feet of silk
Ability Score Increase. Your Constitution score increases by 1, and Your Intelligence score increases by 1.
Burrow. You can move 30 feet underground making a tunnel that can fit one other creature of your size with you filling it in after you. Or can move 15 feet underground leaving the tunnel standing.
Tremorsense. You gain tremorsense up to 20 feet while burrowed.
Ability Score Increase. Your Wisdom increases by 1, and Your Intelligence score increases by 1.
Expert Tracking. You can choose two types of enemies: aberrations, beasts, dragons, elementals, fey, fiends, or monstrosities. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Like The wind. You can use your bonus action to use the dash action.
Ability Score Increase. Your Strength score increases by 2, and Your Intelligence score increases by 1.
Natural Weapon. Use your pincers to stab or slash, using your strength modifier. You are proficient with pincers. They deal 1d6 slashing or piercing Damage.
Tactical Retreat. Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage action.
Ability Score Increase. Your Dexterity increases by 1, and your Intelligence increases by 1.
Bug Winds. You can fly (after forgoing one class ability for the SubRacial ability to fly) 15ft. Your 4 wings are bug-like, see through and weak to the touch. They can wrap around your body making the wings basically invisible, causing captures to not notice them. They are weak to fire and are flammable. At the end of a long rest webbing like silk will fix or replace the wings. These nerubians do not have control over their winding, it automatically fixes wings and thats it.
Cantrip Gust. You can create a small amount of wind at will. This requires gesturing.
Gust. You can create a large amount of wind at will. Requires Undamaged wings. This deals 2d6 bludgeoning damage in a 10 degree cone up to 20ft. DC 10 Constitution saving throw to take no damage and not be moved. If anything is moved over webbing it is grappled unless the webbing is in the cone as it is destroyed.
After using a 10 feet web winding you gain half your movement again. This is immediate so Way of Azjol'Nerub benefits.
You gain an extra 20 feet of Web Winding and you can consume the webbing to reproduce it just like a spider. This feat can be taken multiple times and stacks up to 4 times.
Random Height and Weight
|5-7′ 0″||+2d4||300 lb.||× (1d20) lb.|
*Height = base height + height modifier