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==PC Material== Amazingly, neogi were actually given something of a player character treatment in AD&D, despite how hideously evil they are! Precisely why PC stats for neogi appeared in [[Dragon Magazine]] #214's "Ecology of the Neogi" (a follow-up to Dragon #184's "Magic With An Evil Bite", which provided a brief selection of neogi-devised spells and magic items, as well as stats for the [[Umber Hulk]] [[Flesh Golem]]), who can say? In fact, they were so underdeveloped that it's perhaps more an example of 3e style "monster advancement" rules. Still, 1d4chan provides once again: :*Ability Score Adjustments: +2 Intelligence, +1 Dexterity, -3 Strength :*Class & Level Limits: [[Wizard]] (Generalist or Specialist) 12, [[Cleric]] 12 :*Abhorred: Neogi suffer a -15 Charisma penalty for the purposes of Reaction Rolls. The rest of their powers must be extracted from their monster writeup. The Third Edition ''Monster Manual II'' gave them another writeup. The babies had an intelligence score of 2 and the Great Old Incubators had an int score of "---", so neither of them was even remotely playable, but the adults had an intelligence of 15, so OF COURSE these little sons of bitches were given a [[Level Adjustment]] for kitbashing them into a playable race. This was the same edition that made the [[ixitxachitl]] pseudo-playable, so we shouldn't be surprised. Not long afterward, 3.5e came around, and so Richard Baker, James Jacobs, and Steve Winter got together to do a ''mountain'' of cocaine and give adult Neogis a full PC stat block in [[Lords of Madness]]. :* –4 Strength, +6 Dexterity, –2 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma. :* Small size (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters). :* A neogi’s base land speed is 30 feet, with a climb speed of 20 feet. :* Darkvision out to 60 feet. :* Racial Hit Dice: A neogi begins with five levels of aberration, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4. :* Racial Skills: A neogi’s aberration levels give it skill points equal to 8 × (2 + Int modifier, minimum 1). Its class skills are Appraise, Balance, Climb, Disable Device, Intimidate, Jump, Search, and Spot. Neogi use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and their Climb speed gives them a +8 bonus on Climb checks. A neogi can always take 10 while climbing, even if rushed or threatened. :* Racial Feats: A neogi’s aberration levels give it two feats. Neogi gain Weapon Finesse as a bonus feat. :* Weapon Proficiency: Neogi are proficient with simple weapons. :* +3 natural armor bonus. :* Natural Weapons: Bite (1d4 plus poison), 2 claws (1d3). :* Special Attacks: Enslave, poison. :* Special Qualities: Immunity to mind-affecting spells and abilities. :* Automatic Languages: Common, Undercommon. Bonus Languages: Any :* Favored Class: Wizard. :* Level Adjustment: +3
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