MEDURR

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“The humans will not attack and have politely asked not to be eaten.”

(Medurr translation of “We are friendly and want peace between our species,” at first contact with humans.) Medurr are imperialistic reptilian creatures with a penchant for expanding of their civilization. They are as adaptable to various climes and biomes as humans are, though they have a higher tolerance for temperature extremes.
 A medurr is a warm-blooded, hexipedal saurian that moves around on all four hind legs and uses its two foremost limbs as arms. An average adult may be anywhere from 5 to 7 meters in length. More often than not, a medurr stands erect, looming 2.1 meters to 3 meters high. Each of its forelimbs ends in a massive, clawed, four-fingered hand that is far more dexterous than it appears. Depending on its age and subspecies, the scaly hide on its head, back, and limbs may be any shade from a light sea green to a dark emerald green, and that on its underside (bottom of the tail, chest, and belly) is some shade of brown.
 Often belligerent and confrontational, these creatures strike fear into other species that see them, and more information about them calms their adversaries only slightly. Humans often call medurr dragons because of their fierce reptilian visages, but despite their sheer brute strength and general toughness, they rarely attack first in any situation, preferring instead to observe their foes’ initial new heroic aliens attacks and answer in kind. In general, medurr prefer melee combat because of their size and their protective hides, and they are known for recklessly charging through weapon fire to close ranks with their enemies. Once in combat, they always seek to flank their opponents and to gain any other combat advantages they can. The fact that medurr are resistant to psionic attacks gives them an advantage against any enemies that depend on mental prowess.
 The medurr are slave-keepers, and their race controls a vast empire of subjugated species. Their favored slaves are the dhamrin, primarily because their naturally docile ways and affinity for servitude have thus far kept them from revolting. Other species that the medurr have enslaved occasionally rise up against their masters and are dealt with harshly, often via public execution of the instigators.
 Most civilized species consider this practice revolting, yet none of them wish to turn a potential ally into an enemy by attempting to dictate values.
 Humans and other spacefaring species have much in common with the medurr, despite their vastly different physiologies and their penchant for slavery. The medurr have a militaristic society in which an individual’s ability and strength determine rank. Medurr are divided into clans, each of which is ruled by a single, egg-laying matriarch who is the mother of all its members. The young are raised communally by the adults of the clan. Because medurr society is matriarchal and makes no pretense of gender equality, the females automatically hold higher ranks than males of comparable ability. The medurr respect only those who have proven themselves by some sort of trial. When they first encountered humans, their initial assessment was that these new creatures would make fine slaves for their empire. But they gained a new respect for humans when three human warriors matched three medurr in a trial by combat.
 Whether they are dealing with people and planets or with technology, medurr gain what they want by either destruction or conquest. If they encounter new technology, they usually try to acquire it so as to improve their clan’s weaponry. Technologically adept, the medurr believe in the value of superior firepower and resources.
 All medurr spacecraft follow a specific aesthetic. Their ships invariably have dark hulls with massive, jutting spires and dark whorls and hollows of metal. Straight lines are rare (if not totally absent) on medurr ships, and bulkheads do not recede into walls—they are created and destroyed as virtual matter (a feat made possible through zero-point energy).

-**MEDURR SPECIES TRAITS**-

• • Large-Size: As Large creatures, medurr recive a -1 penalty to attack, and defense class, they have a fighting space of 2 meters wide by 3 meters long, and recive a -4 penalty on Hide checks. As large creatures Engineers have a natural reach of 1 meter.

• • A medurr must use two hands to wield a Huge weapon, and Medium-size weapons are light for it.

• • Ability Modifiers: +6 Strength, +2 Constitution, –2 Dexterity, –4 Charisma. Medurr are physically powerful, though they lack finesse and are not greatly concerned with how they are perceived by others.

• • Speed: 13 meters. Because it uses four legs for locomotion, a medurr moves more rapidly than most bipedal species.

• • Armor Restrictions: A medurr cannot wear armor designed for other species. Armor designed for medurr use is more expensive than normal (+1 increase to purchase TN) because of the race’s unique physiology.

• • Darkvision (Ex): Medurr possess darkvision out to a range of 20 meters. Darkvision is black and white only but otherwise the same as normal sight, and a medurr can function normally with no light at all.

• • Natural Armor: A medurr’s tough scales provide it with a +5 natural armor bonus damage reduction.

• • Natural Attacks: As a full attack, a medurr can make two primary claw attacks and one secondary bite attack, all of which deal lethal slashing damage. The base damage is 1d4 points for a claw attack or 1d6 points for a bite attack. A medurr making a claw or bite attack is considered armed and does not provoke attacks of opportunity.

• • 1 extra feat at 1st level, because medurr are quick to master specialized tasks and varied in their talents.

• • Superior Durability (Ex): Because of its fantastic ability to withstand pain and punishment, a medurr receives a +5 racial bonus on Fortitude saves made because of massive damage.

• • Psionic Resistance 5 (Ex): For reasons that are not fully understood, medurr have an innate resistance to psionic powers. Medurr gain a +5 bonus to any saves made to resist a psionic power or ability.

• • Psionically Sterile – medurr cannot take psionic feats or gain psionic abilities.

• • Skills: A medurr takes a –2 penalty on all skill checks that are not combat-related and on those made outside of combat.

• • Free Language Skills: Read/Write Medurr, Speak Medurr.

• • Level Adjustment: +4.