Neogi
Small Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 17 (+1 size, +4 Dex, +2 natural)
Attacks: 1 Bite +7, 2 claws -2
Damage: 1d6 Bite, 1d3 claws
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Poison
Special Qualities: Slave defenders
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 10, Dex 18, Con 12, Int 14, Wis 13, Cha 13
Skills: Appraise +10, Concentration +10, Diplomacy +9, Intimidate +9, Knowledge (Local, Spelljamming) +10, Profession (slaver) +9, Spellcraft +10
Feats: Improved Initiative, Weapon Finesse (Bite)
Climate/Terrain: Any
Organization: Solitary, Pair, Group (3–8)
Challenge Rating: 3
Treasure: Half standard, double gems/jewelry
Alignment: Always lawful evil
Advancement: By character class

    The neogi appear as a cross between a wolf spider and a moray eel. The short, furry, eight-limbed body is topped by a lithe, bare, fleshy neck with a serpentine head, its mouth filled with needle-sharp teeth. The ends of its limbs are tipped with small claws. The fur of the neogi is a light tan, but dyed a variety of colors to signify rank, power, accomplishments, and warnings to other neogi. The older a neogi is, the more colorful its hide becomes. A neogi with a bare pelt has no status.
    Neogi speak neogi, common, and umber hulk, and more intelligent neogi learn the languages of commonly owned slaves.

    Combat: If the neogi is forced into combat, it first sends forth its Unber Hulk slaves and slave-kin. When forced into melee it attacks with a bite and waits for the poison to slow the opponent.

    Slave Defenders (Ex): Neogi are not powerful fighters unto themselves, but have some advantages not taken lightly. First and foremost is their enslavement of other races, most notably the Umber Hulks. Neogi have a limited Charm Monster ability that affects Umber Hulks, and each neogi has at least one such slave. This umber hulk serves as bodyguard, manservant, and a useful set of hands, and as such is every neogis' first line of defense (offense?). Other races are not affected by this ability, but can be forced, cowed, or magically encouraged to fight on the neogi's behalf.

    Poison (Ex): On a successful bite the victim must make a Fortitude save (DC 14); initial damage slowed 1d8 rounds, no secondary damage, but successive bites are cumulative in duration.

Neogi Characters
    A neogi's favored class is wizard; ship's captian tend to be wizard/expert (expert is taken for its usefulness in having skills the captian needs for trade). Neogi rarely come to worship a Power (few if any clerics found among the neogi).

In the Spheres
The neogi are a slaving race with an inborn sense of property: everything is either owned or owner, slave or neogi. Even neogis are slaves to other neogis, but thes slave-neogis may have their own slaves and eventually establish themselves as full masters in ther own rights.
    The neogi worldview of "own or be owned" has resulted in a paranoid outlook that borders on xenophobia, and their relentless attacks on any ships result in ther being hated throughout the crystal spheres. Neogi ships are attacked on sight when possible and evaded otherwise.
    The neogi are hated throughout the Known Spheres, and their spiderships are often attacked without giving them the chance for provocation. The reason is that neogi are ruthless slayers and plunderers to the last being, and think nothing of eating their enemies, servants, or fallen comrades. In all the variety of the universe, one truth remains: the Neogi are a hateful, xenophobic race that has no friends.


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©2002 Wizards of the Coast, Inc.

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Neogi, 1989 Wizards of the Coast, Inc.
d20™ System, Conversion of Neogi ©2002, Joel Jackson
Image by Stephen Mumford
Original Source: Lorebook of the Void