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NerubianBack to Top
Race Points: 13
Though several castes of nerubians exist, the natural "trueborn" form is most common.
Nerubian Racial TraitsBack to Top
+2 Dexterity, +2 Intelligence, -2 Charisma
Humanoid: Nerubians are Aberrations with the aqir subtype.
Medium: Nerubians are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Nerubians have a base speed of 40 feet and climb speed of 20. Nerubians receive the +8 racial bonus to Climb checks that a climb speed normally grants.
Darkvision: Nerubians can see perfectly in darkness up to 60 feet away though they can only see in black and white in the dark.
Six-Legged: Nerubians have six legs which grant them a +8 racial bonus against trip attempts.
Natural Engineers: Nerubians gain a +1 racial bonus on Disable Device and Knowledge (engineering) checks.
Venomous: Nerubians gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a nerubian can envenom a weapon that it wields from glands near its mouth. Applying venom in this way is a swift action.
Nerubian Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + their Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Web; Nerubians gain the web universal monster rule.
Languages: Nerubians begin play speaking Nerubian. Nerubians with high Intelligence scores can choose from Common, Orcish, Shath'Yar, and the language of death.