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Centaur - Nerubian - Worgen

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Nerubian Puppeteer Description: Nerubians are the survivors of the ancient northern civilization of Azjol-Nerub, which once extended over much of the northern continent of Northrend - until it was wiped out by the onslaught of the Scourge. The kingdom of Azjol-Nerub was primarily subterranean, consisting of underground terraced pits interconnected by a network of tunnels, and occasionally marked by above-ground ziggurats. Over the ages, the spider-folk of Azjol-Nerub had amassed huge libraries containing works of literature, musical compositions, philosophy, and arcane lore. Aside from occasionally kidnapping humans and elves for experimentation, the nerubians were content to stay to themselves in their remote, frozen land.

However, this isolation failed to spare them the attention of Ner'zhul. Although they fought fiercely to keep the Scourge from establishing a foothold in Northrend, their own king, Anub'Arak, betrayed them in order to secure immortality for himself. Their civilization was crushed, their libraries burned, and their dead raised again to serve as undead minions of the lich king. Those few to survive this destruction have been scattered, without a land to call their own - and while many view the nerubians as a cold race, they are still quite capable of anger, and burn with hatred for the lich king and his destruction - and desecration - of their civilization.

Appearance: Nerubians are vaguely reminiscent of "spider centaurs" in that their lower body is that of a large spider with long, spindly legs - but where a spider's head would be, there is instead a vaguely humanoid (but still spider-like) torso, with a pair of spindly, segmented arms, and an eight-eyed, spider-like face with crushing mandibles. A Nerubian can stand as high as 10 feet when rearing up, due to its long legs. Nerubians come in a wide variety of colors and patterns, and they often decorate their own exoskeletons with elaborate sigils. Nerubians compose but one branch of the ancient Aqiri insectoid race, separated from their "kin" ages ago when the great landmass of Kalimdor was broken up into multiple continents in the Great Sundering.

Region: Nerubian culture lives on only through a few scattered families throughout Kalimdor, and, in particular, a few small refugee settlements in the contested parts of Ashenvale.

Affiliation: Independent. Nerubian communities are scattered, and do not represent a unified force. They are allied neither with the Horde, nor the Alliance. If anything, they are united only in their absolute hatred of the Scourge.

Society: Nerubians are not affectionate, nor do they express emotions in the way that mammals do; therefore, they are seen as cold and detached - even cruel - by many of the other races of Azeroth. However, they still experience anger, hatred, loyalty and sentimental attachment in their own way - and the concept of honor is not alien to them. They are not purely logical creatures, but neither are they subject to the moods of warm-blooded creatures.

A nerubian community has a single leader, his or her advisors, a caste of warriors, and then the body of workers. Although nerubian society is divided into castes, there is not the same stigma that would be associated with it in most other societies. Nerubian society is a meritocracy; though nerubians are born into life-long occupations and roles in society, those who show particular talents may move to an appropriate caste. Such social mobility generally only occurs among young nerubians, though; training and the effects of diet on development will eventually lock them into their assigned roles.

Small communities rely on workers to help as militia if need be; larger groups can afford to have much more rigidly defined roles. Communities are generally ruled by an elder queen, who is usually the mother of much of the community. Since the fall of Azjol-Nerub, larger communities may have a council of elders matriarchs, who elect one of their own number to be the overall leader.

Faith: Before the fall of Azjol-Nerub, nerubian faith centered around veneration of ancestors and reverence bordering on worship of the king - who was seen as an avatar of the ancestor spirit, Anub, of his line. Great care was put into mummification of the exoskeletal husks of the dead; leaders and venerated elders were buried with great treasures in elaborately decorated tombs meant to guarantee them all the necessities and comforts possible in the afterlife. With the fall of the empire to the Scourge, and the blasphemies that followed - the raising of mummified nerubians as crypt lords and crypt fiends - the scattered survivor communities still carry out some vestige of the traditions of old, but they no longer have one leader to venerate. For most communities, a venerated elder fills this role, but some scattered communities still pledge devotion to the old ancestral line of Anub. (After all, the role of Anub'Arak in all this is not widely known.)

Names: Many nerubians have short names, no more than one or two syllables, and there is no obvious distinction between male and female names to outside listeners (aside from a faint change in inflection). Only the nobility possess "surnames" - which consist of a venerated ancestor's name attached as a prefix to one's own name - e.g., "Anub'Rekhan". The premise is that the bearer of this name is the current physical embodiment of that ancestor's spirit. (There should only be one individual at a time to bear the same ancestor name - but thanks to the Scourge and its practice of raising the ancient, embalmed dead to serve as crypt fiends and crypt lords, that is no longer guaranteed.)

  • Ancestor Names: Anub, Tuten, Nerub.
  • Male/Female Names: Arak, Enkan, Kash, Rekhan, Shiah.

Nerubian Characters: Given the fractious nature of nerubian society these days, a nerubian adventurer could well be a survivor who was separated from his people, or who has been sent from his clan to undertake a long-term mission – such as a general commission to harass the Scourge whenever and wherever possible, or to seek out and recover scattered artifacts of the Azjol-Nerub empire.

Nerubian Racial Traits

  • Monstrous Humanoid: Nerubians are Monstrous Humanoids.
  • Large: As Large creatures, nerubians have a -1 size penalty to hit and to AC, a -4 size penalty to Stealth attempts to hide, and a +4 size bonus to Grapple checks. Due to their delicate structure, however, they do not receive the bonuses to Strength and Stamina (or penalty to Agility) normally associated with such size increase. Nerubians occupy a 10-foot by 10-foot space in combat, but only have a 5-foot reach.
  • Quadruped: As Large and quadrupedal (technically, octopedal) creatures, nerubians have three times the carrying capacity as a Medium character with the same Strength rating.
  • Equipment Considerations: Nerubians are technically large creatures, but their upper torsos are actually proportional to that of a medium-sized humanoid. Hence, they use weapons scaled for a medium-sized creature. Nerubians can wear cloaks, backpacks, robes, vestments, rings, necklaces/amulets, bracers and belts scaled for a medium-sized creature. Helms and armor, however, must be specifically fashioned for a nerubian, and they cannot wear boots. Any armor custom-fit for a nerubian costs five times (x5) the cost for comparable armor sized for a medium humanoid.
  • Nerubian base land speed is 40 feet. They have a climb speed of 20 feet on nerubian webs (or other giant spider webs, including webs created by the web spell).
  • Natural Weapons: A nerubian has two claws that can do 1d4 points of slashing damage, and a bite for 1d4 points of piercing damage.
  • Darkvision: Nerubians can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight.
  • Frozen Mind (Ex): The minds of nerubians are different from most races, leaving them untouched by powers that affect the mind (for instance, any spell with the mind-affecting descriptor). They are also immune to fear effects. Those who have attempted telepathic communication with nerubians describe it as trying to bore through many feet of ice. This same quality makes them immune to Ner’zhul’s undeath plague.
  • Cold Resistance 1 (Ex): Nerubians may ignore 1 point of damage from cold per round. Although now scattered across the world, their race still bears the adaptations required by thousands of years living in the frozen north.
  • +4 racial bonus to Stealth and Spot checks. (Note that this racial bonus effectively balances out the size penalty to Stealth when hiding.) A nerubian also has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. These skills are class skills for all nerubians, as they come naturally.
  • Weapon and Armor Proficiency: All nerubians are proficient in the use of simple weapons and light armor.
  • Automatic Languages: Common and Nerubian. Nerubian is both a spoken and sign language.
  • Bonus Languages: Darnassian, Goblin, Low Common, Orcish. As a matter of necessity, many nerubians have learned the tongues of their new homes.
  • Racial Levels: Unlike humans and some other races, nerubians can take a few levels in “Nerubian” as a class to develop their racial qualities more fully.
  • Favored Class: Warrior, arcanist or aristocrat (choose one upon gaining first class level). A nerubian’s favored class does not count when determining whether it suffers an experience point penalty for multiclassing. (See Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters.)

Table 1: The Nerubian
Base Attack
1st +0 +0 +0 +2 Web, Poison, +1 Agy, +1 Int
2nd +1 +1 +0 +3 +1 natural armor, +1 Str, +1 Agy
3rd +2 +2 +1 +3 +1 Int, +1 Agy
4th +3 +3 +1 +4 +1 natural armor, +1 Str, +1 Agy

Nerubian Levels
Nerubians can take up to four levels in “Nerubian” at any time. These are treated as a “favored class” and do not count when determining whether a nerubian character suffers an experience point penalty for multiclassing.

Hit Die: d8.

Skill Points at 1st Character Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

“Class” Skills: Climb (Str), Craft or Knowledge (pick any one), Stealth (Agy), Jump (Str), Listen (Spt), Spot (Spt).

Weapon and Armor Proficiency: Nerubians are proficient in the use of all simple weapons and light armor.

Cold Resistance (Ex): Nerubians’ natural resistance to cold increases with race level; they gain Cold Resistance equal to 1 + their Nerubian race level, to a maximum of Cold Resistance 5. (See Table 2: Nerubian Special Abilities.)

Poison (Ex): Nerubian poison attacks the victim’s muscles and is delivered by bite. The save is made by Fortitude, and the initial and secondary damage affects Strength. Fort DC = 10 + ½ Nerubian levels (round down) + Nerubian’s Sta modifier. For instance, a 4 HD Nerubian with a Sta of 12 (+1) would have poison that requires a Fort DC save of 13 to resist. (10 + 4/2 + 1.)

If the save is failed, initial and secondary damage is against Strength, and is based on the Nerubian’s race level. (See Table 2: Nerubian Special Abilities.)

Web (Ex): A nerubian can emit a web up to 6 times per day (dependent upon level – see Table 2: Nerubian Special Abilities), which functions as per the web spell (c.f.), with race levels in Nerubian used as “spellcaster level”. The primary difference is that a nerubian web has damage reduction (which increases with race level) - though it is still just as vulnerable to fire.

In addition to using webbing as an attack, a nerubian with at least one race level in Nerubian can spin a single strand to descend at its climb speed. The strand can hold the weight of a nerubian and one creature of Medium or smaller size. Nerubians can move across their own webbing at their climb speed.

Natural Weapons: The damage caused by a nerubian’s bite increases with race level. (See Table 2: Nerubian Special Abilities.)

Table 2: Nerubian Special Abilities
Poison Str
Cold Resistance
1st 1 1/day 2/- 1d4 Cold Resist 2
2nd 1d2 2/day 3/- 1d6 Cold Resist 3
3rd 1d4 4/day 4/- 1d8 Cold Resist 4
4th 1d6 6/day 5/- 1d8 Cold Resist 5

Nerubian Web
The nerubian ability to spin a web is an extraordinary natural ability, but for purposes of execution, treat it as a natural, spell-like ability that cannot be dispelled, dismissed or reflected, and which is not subject to anti-magic defenses.

Conjuration (Creation)
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/race level)
Effect: Webs in a 20-ft-radius spread
Duration: 10 min/race level
Saving Throw: Reflex negates; see text
Spell Resistance: No
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and is useless. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire capable of inflicting at least 1 hp of fire damage can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Nerubian Equipment
Nerubian Armor Costs: Few articles of clothing or armor made to fit most humanoid races will fit nerubians, due to their chitinous shells, odd body shape and large size. Any armor custom-fit for a nerubian character costs five times (x5) the cost for comparable armor sized for a medium-sized humanoid.

Chitin Armor: In their own lands, nerubians have a special kind of hide armor formed from their own molted exoskeletons. The discarded chitin is combined with wood pulp, lacquer, and a variety of alchemical preparations. Creating chitin armor requires a DC 15 Craft (alchemy) check to prepare the raw material, followed by the standard armor crafting procedure.

Chitin armors can be made as analogs of any existing armors. The cost is three times (x3), instead of the usual x5, for nerubian custom armor, and the chitin armor weighs the same as regular armor for a Medium creature. Maximum Dex Bonus and Armor Check Penalty are increased by 1, and Arcane Spell Failure is reduced by 5%.

Starting Equipment: If players are allowed to “purchase” starting equipment for their characters, a nerubian character may start with a set of nerubian armor, “costing” twice (x2) a comparable set of armor sized for a medium-sized humanoid, with the factors described above. No alchemy or craft check is required for the starting armor; it is assumed that this was already done before the character started adventuring, and the decreased cost represents (in abstract) the fact that such armor wouldn’t be “nonstandard” in nerubian lands. A masterwork version of this armor costs an additional 150 gp (as with normal masterwork armor).

Design Notes
These rules are based on the statistics for nerubians in the Manual of Monsters, but with the attempt to bring these benefits down to a more manageable level - to allow for 1st level nerubian adventurers. Initial playtesting revealed that the "web" inherent ability can be a particular nuisance for the DM, since the target is still significantly hindered even if it makes its saving throw. Some of the nerubian abilities have been therefore "toned down" further for the sake of balance and playability.

Centaur - Nerubian - Worgen

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