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Overview
Neró
Slimefolk
The Neró are a race of highly evolved oozes who have taken on humanoid shape, as well as developed several organ-like parts of their biology and a central consciousness. While distinctly unlike any of the other races, unable to be grouped with Bestials, Elementals, or even the Aetherials, they have still become part of Rakthorr's extremely diverse population of intelligent creatures.
Traits
-2 STR
Hydration-dependent: Neró need twice as much water as a normal humanoid in terms of daily rations. In addition, they can only go for half as long as other humanoids before beginning to suffer from dehydration.
+2 DEX, +2 CON
[Psuedo-Humanoid, Ooze (Sentient)]
Low-light vision
Eat, Breathe (must rest to regain spells)
Immune to poison, sleep, paralysis, and polymorph effects
30ft land speed
Resist Acid 10 + Character Level
Acidic Form: Deal 1d4 acid damage on physical contact, doubled versus objects. Can choose to suppress at will. This damage applies to unarmed strikes, on each turn that a creature is grappling the Neró, and for each round that they remain in physical contact with the Neró (if this damage was not already applied in some way). This damage increases every 3 levels by 1d4, up to a maximum of 7d4 at Level 19.
Semi-Solid: Neró's bodies are composed of slime. They have DR 5/Slashing, and may move through narrow openings so long as they are able to compress what they are wearing and carrying to fit through as well. They can only control their slime if it is attached to their core body.
This quality also grants the Neró immunity to the Pinned condition, unless the condition is applied through magical means.
Can regrow limbs, suffering 1d3 CON damage for doing so until a consuming a full day's worth of food per major limb regrown, or 1 CON damage for smaller regrowths. This food consumption is in addition to their daily food needs.
Advancement:
Level 5: Unusual Anatomy - Due to their unique bodies, Neró gain a +5 AC bonus against rolls to confirm critical hits on them. Their DR also increases to DR 10/Slashing.
Level 10: Telepathic Link - The Neró gain the ability to consciously control their body, even if divided. By making concentration checks (DC 25 - character level), they are able to establish control over parts of themselves that have become separated, and may move them at half of their land speed so long as they maintain concentration. When not in immediate danger, the Neró only need to pass a check once every minute, but while in danger they must pass a check any time they suffer damage. They may only control one disconnected part of their body at a time when using this ability.
Additionally, they may use this ability at will to communicate telepathically with others, as per the spell Telepathy.
Level 15: Fluid Perfection - The Neró improve their Telepathic Link so that they no longer need to make concentration checks after they establish control. Their anatomy shifts with such frequency that they gain a 50% chance to negate critical hits and sneak attack damage, increasing by 10% each level up to a 100% chance at Level 20.
Overview
Details about this race's overview
Neró
Slimefolk
The Neró are a race of highly evolved oozes who have taken on humanoid shape, as well as developed several organ-like parts of their biology and a central consciousness. While distinctly unlike any of the other races, unable to be grouped with Bestials, Elementals, or even the Aetherials, they have still become part of Rakthorr's extremely diverse population of intelligent creatures.
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Traits
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-2 STR
Hydration-dependent: Neró need twice as much water as a normal humanoid in terms of daily rations. In addition, they can only go for half as long as other humanoids before beginning to suffer from dehydration.
+2 DEX, +2 CON
[Psuedo-Humanoid, Ooze (Sentient)]
Low-light vision
Eat, Breathe (must rest to regain spells)
Immune to poison, sleep, paralysis, and polymorph effects
30ft land speed
Resist Acid 10 + Character Level
Acidic Form: Deal 1d4 acid damage on physical contact, doubled versus objects. Can choose to suppress at will. This damage applies to unarmed strikes, on each turn that a creature is grappling the Neró, and for each round that they remain in physical contact with the Neró (if this damage was not already applied in some way). This damage increases every 3 levels by 1d4, up to a maximum of 7d4 at Level 19.
Semi-Solid: Neró's bodies are composed of slime. They have DR 5/Slashing, and may move through narrow openings so long as they are able to compress what they are wearing and carrying to fit through as well. They can only control their slime if it is attached to their core body.
This quality also grants the Neró immunity to the Pinned condition, unless the condition is applied through magical means.
Can regrow limbs, suffering 1d3 CON damage for doing so until a consuming a full day's worth of food per major limb regrown, or 1 CON damage for smaller regrowths. This food consumption is in addition to their daily food needs.
Advancement:
Level 5: Unusual Anatomy - Due to their unique bodies, Neró gain a +5 AC bonus against rolls to confirm critical hits on them. Their DR also increases to DR 10/Slashing.
Level 10: Telepathic Link - The Neró gain the ability to consciously control their body, even if divided. By making concentration checks (DC 25 - character level), they are able to establish control over parts of themselves that have become separated, and may move them at half of their land speed so long as they maintain concentration. When not in immediate danger, the Neró only need to pass a check once every minute, but while in danger they must pass a check any time they suffer damage. They may only control one disconnected part of their body at a time when using this ability.
Additionally, they may use this ability at will to communicate telepathically with others, as per the spell Telepathy.
Level 15: Fluid Perfection - The Neró improve their Telepathic Link so that they no longer need to make concentration checks after they establish control. Their anatomy shifts with such frequency that they gain a 50% chance to negate critical hits and sneak attack damage, increasing by 10% each level up to a 100% chance at Level 20.
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