Hurwaet
Medium-sized Humanoid (Reptilian)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+4 Natural)
Attacks: Weapon +1
Damage: By Weapon
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Fog Cload, Leap
Saves: Fort –1, Ref +2, Will +3
Abilities:Str 10, Dex 10, Con 9, Int 11, Wis 13, Cha 10
Skills: Bluff +5, Jump +17, Spot +2
Feats: Toughness
Climate/Terrain: Any
Organization: Solitary, Group (2–8), or Crew (10–100)
Challenge Rating: ½
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
They have thick, tough scales; these are very small, hard and shiny, so that their dark olive-green hides look smooth and glossy (many observers mistake this gloss for dampness or slime). They have long, frog-like legs, webbed fingers and toes, and gnome-like faces with large ears, pointed noses, and long, sharp chins. Adult hurwaeti have short, sparse beards and tufts of coarse hair atop their heads. Hurwaeti favor simple clothing, usually long, brightly colored loin cloths, and belts and packs for carrying equipment. They also like to wear jewelry, particularly large earrings mad from ceramic, as well as armbands and bracelets.
Combat: Hurwaet fight with weapons be they melee or range. The only quality that is observed by all crews that serve along side a hurwaet is that they will never surrender to a neogi, illithid, or beholder, or any ship crewed by members of these races.
Favored enemy: Due to their hatred against aberrations such as beholders, illithids, and neogi, all hurwaeti gain a +1 bonus to hit and damage rolls against these creatures. This stacks with the ranger ability of the same name.
Leap: Their frog-like, strong legs allow hurwaeti to make astounding leaps. They gain a + 15 racial bonus on jump checks, and their jump distance is not limited by their actual height.
Fog Cloud: Once per day, a hurwaet can produce a fog cloud, as per the obscuring mist spell. This cloud also refreshes ten man-days of ship´s atmosphere.
Vortex (Su): Wizshades seldom leave their vortices, and while within they can fly at rate 60 feet (average). The vortex (and the wizshade) are composed of mists akin to the phlogiston, and the vortex is connected to the phlogiston via a nearly imperceptible umbilical cord. Those daring enough to enter can traverse the vortex; the vortex leads to the swirling phlogiston. A wizshade can sink back into its vortex and depart at will.
A vortex collapses if its wizshade is destroyed. If the vortex is struck by spells that deal it more than 65 points of damage, it retreats from the Prime Material plane, taking the wizshade with it. The vortex is incorporeal, AC 20 and SR 15.
In the Spheres
The hurwaet were a great spacefaring race, many generations ago, which had colonized many systems, spreading art, civilization, morality, and a philosophy favoring altruism and discipline throughout the spheres. But an ancient war (perhaps against the beholders or mind flayers) broke up their empire and killed the brightest and most energetic individuals. The remnants that remain are content to simply earn a living for themselves and their tribes, wandering wildspace.
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©2002 Wizards of the Coast, Inc.
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Hurwaet, © 1992 Wizards of the Coast, Inc.
d20 System, Conversion of Hurwaet ©2002,
Matthias Schuch
Original Source: The Complete Spacefarer's Handbook