Nerubian Caster by Ogre_Bane
Large Aberration
Hit Dice: 11d8+22 (71 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 claw +12 melee and sting +7 melee
Damage: Claw 1d6+5, sting 2d8+2 and poison
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Poison, spells
Special Qualities: Resistance to energy (Fire 20), SR 10, sunlight vulnerability
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 21, Dex 14, Con 15, Int 12, Wis 11, Cha 16
Skills: Climb +10, Concentration +10 (+14 to cast defensively), Hide +12, Listen +5, Move Silently +7, Spellcraft +7, Spot +5
Feats: Combat Casting, Improved Initiative, Power Attack

Environment: Any underground
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)


Nerubian arcane sorcerer.

3.5 ready!

This alien looking creature appears to be half scorpion and half man. The back of it appears to be a long scorpion body that is mostly gray, however its body is an alabaster or white color. The top portion is humanoid with wispy white hair. They have two powerful claws and one stinger stretching over 7 feet long. Viral poison drips from its stinger.

Nerubian casters, like their cousins the warriors, look like giant scorpions with the torsos of men. Their skin is always a dark gray color, with what little hair they have white. They have long, 7 foot tails with large stingers and two large pincher claws that they use to fight with. Casters invoke fear in other Nerubians with their sorceress ways. They often lead a group of warriors and drones into battle.

Casters speak a form of goblinoid known only to Nerubians.

Combat
Nerubian casters do not charge right away into melee combat. They first either soften up their targets with spells or they cast defensive spells to protect themselves. The hides of casters are not as tough and durable as the warrior caste. If engaged in melee combat, a caster will let the warriors take the lead while it stays in the back using its superior range of its tail attack.

Poison (Ex): Injury; Fortitude Save DC 18; Initial damage 1d6 Con; Secondary damage 1d4 Con. This save is Constitution based.

Spells (Sp): The following spell-like abilities are cast as if the Nerubian caster was a 10th level sorcerer. Magic Missile (3/day); Mirror Image (3/day); Mage Armor (3/day); Fireball (DC 16) (2/day); Invisibility (2/day); See Invisibility (2/day); Bull's Strength (1/day)

Aberrations have darkvision with a range of 60 feet.

Resistance to Energy (Ex): By living in the underground lairs of Krynn, the Nerubians have built up a resistance to the heat of the lava rivers which they live by. Nerubians have fire resistance 20 with normal and magical fires.

Spell Resistance (Ex): Given their arcane training and upbringing, Nerubian casters have spell resistance 10.

Sunlight Vulnerability (Ex): By living in the underground, the Nerubians have not seen the daylight for over a Millennia. Thus, anytime they are exposed to direct light brighter than torchlight, they suffer a -1 penalty to all attacks, saves, and skill checks. This also happens in the range of a Daylight spell.

Society
Nerubian casters are the governors and generals of the Nerubian caste. They serve only the Queens and are often violent and cruel to their lessers. It is not a rare occurrence if combat goes bad for the caster to leave its comrades.

The favored class for a Nerubian caster is sorcerer.

This creature has not yet been play tested.
This is not a kender type creature.

 



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