SlaadLord
2008-11-28, 10:36 AM
Nahreb’em
Large Outsider (Extraplanar)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 30ft.
Armor Class: 16, touch 10, flat-footed 15 (-1 size, +2 natural, +1 Dex, +4 Chain Shirt)
Base Attack/Grapple: +5/+12
Attack: Eclipse Blade +9 melee (3d6+5) or Longbow +7 ranged (Eclipse Arrow)
Full Attack: Eclipse Blade +9 melee (3d6+5) or Longbow +7 ranged (Eclipse Arrow)
Space/Reach: 10ft./10ft./5ft.
Special Attacks: Eclipse Blade, Eclipse Arrows
Special Qualities: Low-light Vision, Dark Radiant Form
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 21, Dex 12, Con 19, Int 12, Wis 15, Cha 14
Skills: Spot +10, Listen +10, Move Silently +9
Feats: Ability Focus (Eclipse Arrows), Weapon Focus (Longbow)
Environment: Negative Energy Plane
Organization: Solitary or Tribe (10-20)
Challenge Rating: 4
Treasure: Chain Shirt, Standard Coins
Alignment: Usually Lawful Evil
Advancement: by character class
Level Adjustment: +3
An eight-foot tall human-shaped creature inspects you. Its skin is totally black, the darkest you've eve seen. Yet, somehow, its outlines glow like the moon hiding the sun during an eclipse. AS you puzzle over its nature, it draws a bow and nocks an arrow of the same properties as its body. It fires, you feel it dig into your skin, and the world fades to black.
Nahreb’em are (some say the only) race native to the Negative Energy Plane. They know perfectly well their own history, but aren’t wont to tell others about it unless they have something of use to trade. Nahreb’em live in tribal settlements amongst the voidstone fields of their home plane. An elected leader who holds control for five years rules each tribe. They do not take kindly to visitors, who always seem to need something or other from the Nahreb’em. They place high importance in the keeping of debts promised, and have been known to exact dire vengeance on one who tries to avoid paying. They speak Abyssal and Common.
Combat
Eclipse Arrows (Su): A Nahreb’em can conjure, as a free action, an arrow that appears to be made of some black metal but glows like the edges of the sun during an eclipse. If such an arrow strikes a target, it takes 1d8 damage and is permanently blinded (Fort save negates blindness; DC 14). A remove blindness/deafness spell cannot reverse this damage; however, it can be undone with heal, remove curse, restoration, wish, or miracle.
Eclipse Blade (Su): A Nahreb'em can conjure, as a free action, a dark blade which has the same appearance as its body, looking like the sun during an eclipse. This weapon has all of the same statistics as a Greatsword, and is treated as such for the purpose of Weapon Focus Feats and the like.
Dark Radiant Form (Su): A Nahreb’em is immune to any negative energy effect. It sheds shadowy light out to a 20’ radius centered on itself constantly, and once per day it can brighten this light so much it hurts, causing 4d6 damage and dazing everyone inside the radius (except other Nahreb’em). Furthermore, it gains a +4 racial bonus on saving throws against spells or effects with the light descriptor.
Large Outsider (Extraplanar)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 30ft.
Armor Class: 16, touch 10, flat-footed 15 (-1 size, +2 natural, +1 Dex, +4 Chain Shirt)
Base Attack/Grapple: +5/+12
Attack: Eclipse Blade +9 melee (3d6+5) or Longbow +7 ranged (Eclipse Arrow)
Full Attack: Eclipse Blade +9 melee (3d6+5) or Longbow +7 ranged (Eclipse Arrow)
Space/Reach: 10ft./10ft./5ft.
Special Attacks: Eclipse Blade, Eclipse Arrows
Special Qualities: Low-light Vision, Dark Radiant Form
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 21, Dex 12, Con 19, Int 12, Wis 15, Cha 14
Skills: Spot +10, Listen +10, Move Silently +9
Feats: Ability Focus (Eclipse Arrows), Weapon Focus (Longbow)
Environment: Negative Energy Plane
Organization: Solitary or Tribe (10-20)
Challenge Rating: 4
Treasure: Chain Shirt, Standard Coins
Alignment: Usually Lawful Evil
Advancement: by character class
Level Adjustment: +3
An eight-foot tall human-shaped creature inspects you. Its skin is totally black, the darkest you've eve seen. Yet, somehow, its outlines glow like the moon hiding the sun during an eclipse. AS you puzzle over its nature, it draws a bow and nocks an arrow of the same properties as its body. It fires, you feel it dig into your skin, and the world fades to black.
Nahreb’em are (some say the only) race native to the Negative Energy Plane. They know perfectly well their own history, but aren’t wont to tell others about it unless they have something of use to trade. Nahreb’em live in tribal settlements amongst the voidstone fields of their home plane. An elected leader who holds control for five years rules each tribe. They do not take kindly to visitors, who always seem to need something or other from the Nahreb’em. They place high importance in the keeping of debts promised, and have been known to exact dire vengeance on one who tries to avoid paying. They speak Abyssal and Common.
Combat
Eclipse Arrows (Su): A Nahreb’em can conjure, as a free action, an arrow that appears to be made of some black metal but glows like the edges of the sun during an eclipse. If such an arrow strikes a target, it takes 1d8 damage and is permanently blinded (Fort save negates blindness; DC 14). A remove blindness/deafness spell cannot reverse this damage; however, it can be undone with heal, remove curse, restoration, wish, or miracle.
Eclipse Blade (Su): A Nahreb'em can conjure, as a free action, a dark blade which has the same appearance as its body, looking like the sun during an eclipse. This weapon has all of the same statistics as a Greatsword, and is treated as such for the purpose of Weapon Focus Feats and the like.
Dark Radiant Form (Su): A Nahreb’em is immune to any negative energy effect. It sheds shadowy light out to a 20’ radius centered on itself constantly, and once per day it can brighten this light so much it hurts, causing 4d6 damage and dazing everyone inside the radius (except other Nahreb’em). Furthermore, it gains a +4 racial bonus on saving throws against spells or effects with the light descriptor.