The Dragonlance Nexus

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Nerubian Warrior

D&D 3e (3.0/3.5) Rules

by Ogre Bane

Large Aberration

Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft., climb 20 ft.
AC: 21 (-1 size, +2 Dex, +10 natural)
Attacks: 2 claw +7 melee and sting +5 melee
Damage: Claw 1d6+4 and sting 2d8+2 and poison
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Poison
Special Qualities: Resistance to energy (Fire 20), sunlight vulnerability
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 19, Dex 14, Con 18, Int 7, Wis 10, Cha 12
Skills: Climb +13, Hide +6, Move Silently +11
Feats: (b)Multi attack

Environment: Any underground
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)

This creature appears to be a large humanoid with the upper torso of a man and the bottom of a scorpion. It has two large pinchers and a long stinger. Its hide is a dark red, almost black color.

Nerubians, an ancient Krynnish race of scorpion-men, look like large scorpions with the torso of humans. Their skin is a dark red color, sometimes black. The have no normal hands, but instead have large pinchers in which they use as their main weapons. The also have 7 foot long tails with a long stinger to attack with.

They are mostly found in underground caverns, since they hate sunlight. They can be found in dark forests also.

Nerubians speak a language similar to goblinoid.


Nerubian warriors love combat. They jump into combat at the first chance, leading with their claws and then a tail attack. Nerubian warriors only leave combat if they are greatly outnumbered.

Poison (Ex): Injury. Fortitude Save DC 17; Initial damage 1d6 Con; Secondary damage 1d4 Con. This save is Constitution based.

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.

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.


Nerubians have a strict cast system by which they live. Warriors are on the middle of the cast, having the drones below them and the casters above them. Nerubians are very territorial, attacking anything that comes in their area.

A Nerubian warrior's favored class is Fighter.

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