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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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162<br />

Special Qualities: All-around vision, damage reduction<br />

10/cold iron and good, darkvision 60 ft., low-light<br />

vision, mist shroud, outsider traits, unnatural aura<br />

Saves: Fort +14, Ref +13, Will +12<br />

Abilities: Str 24, Dex 17, Con 19, Int 6, Wis 15, Cha 8<br />

Skills: Bluff +25, Diplomacy +16, Gather Information<br />

+11, Knowledge (arcana) +9, Knowledge (history)<br />

+14, Knowledge (the planes) +10, Listen +13, Perform<br />

(dance) +25, Spot +12, Swim +19, Survival +22,<br />

Tumble +14<br />

Feats: Cleave, Great Cleave, Power Attack<br />

Environment: Cold hills and underground<br />

Organisation: Solitary, nest (2–5 plus 50% chance of<br />

one Grun) or community (3–12 plus one Grun and one<br />

queen)<br />

Challenge Rating: 13<br />

Treasure: —<br />

Alignment: Always neutral evil<br />

Advancement: 17–32 HD (Huge), 33–40 HD<br />

(Gargantuan)<br />

Level Adjustment: —<br />

<strong>The</strong> Grun is the brutal male of the whitelady species. It<br />

is a hulking, inarticulate monster with only two roles:<br />

fertilising eggs and defending the lair. Unlike the<br />

whiteladies, it cannot enter ice and so makes its nest<br />

near the entry to the caverns, where it can watch for<br />

intruders.<br />

<strong>The</strong> Grun resembles an ogre with heavy white fur<br />

covering its body, a huge lower jaw and a thick bone<br />

‘horn’ emerging from the back of its head, as if to<br />

balance out the jaw. It has no visible eyes. On closer<br />

examination, the ‘fur’ proves to be a mass of wormlike<br />

growths with tiny eyeballs on the ends. This grants the<br />

Grun 360 degree vision.<br />

A Grun’s natural attacks and any weapons it wields<br />

count as evil-aligned weapons for the purposes of<br />

overcoming damage reduction.<br />

Breath Weapon (Su): Once every 1d4 rounds, a Grun<br />

may breathe out a blast of freezing air that deals 6d6<br />

cold damage to all creatures within a 30-foot cone. A<br />

Reflex saving throw (DC 22) is allowed for half damage.<br />

<strong>The</strong> save DC is Constitution-based.<br />

Icy Detonation (Su): When killed, the Grun explodes<br />

in a shower of icy shards that deals 60 points of cold<br />

damage to anything within 30 feet, with a Reflex<br />

save (DC 22) allowed for half damage. <strong>The</strong> Grun can<br />

activate this power deliberately to destroy itself as<br />

a free action, and does so if it believes that it cannot<br />

protect the whiteladies in any other way. A Grun that<br />

is about to detonate itself moves into a position where<br />

it can hit as many targets as possible. <strong>The</strong> save DC is<br />

Constitution-based.<br />

Mist Shroud (Su): <strong>The</strong> Grun continually emanates a<br />

misty veil that functions as the obscuring mist spell,<br />

shrouding the creature in a 20-foot-radius screen of fog.<br />

It can suppress this power or reactivate it at will.<br />

Stunning Stomp (Ex): As a move action, a Grun<br />

can stamp its foot with thunderous force, sending<br />

shockwaves through the ground. All characters within<br />

a 30-foot radius must make Reflex save (DC 25) or be<br />

knocked prone. Those who fail their saving throws<br />

must make Fortitude save (DC 25) or be stunned for<br />

one round. Once it has made a stunning stomp attack,<br />

a Grun cannot use it again for 1d4+1 rounds. <strong>The</strong> save<br />

DC is Strength-based.<br />

Trample (Ex): <strong>The</strong> Grun can grind Medium or smaller<br />

opponents underfoot. Its trample attack deals 1d6+10<br />

points of bludgeoning damage, with a Reflex saving<br />

throw allowed to avoid the attack (DC 25). <strong>The</strong> save<br />

DC is Strength-based.<br />

Little Blue Devil<br />

Diminutive Fey (Cold)<br />

Hit Dice: 4d6 (14 hp)<br />

Initiative: +7 (Dex)<br />

Speed: 30 ft. (6 squares)<br />

Armour Class: 26 (+4 size, +7 Dex, +5 natural), touch<br />

21, flat-footed 19<br />

Base Attack/Grapple: +2/–15<br />

Attack: Bite +13 melee (1 point plus giddiness)<br />

Full Attack: Bite +13 melee (1 point plus giddiness)<br />

Space/Reach: 1 ft./0 ft.<br />

Special Attacks: Giddying bite, suggestion<br />

Special Qualities: Alcohol vulnerability, camouflage,<br />

damage reduction 15/cold iron and lawful, immunity to<br />

cold, spell resistance 24, telepathy 100 ft., vulnerability<br />

to fire<br />

Saves: Fort +1, Ref +11, Will +5<br />

Abilities: Str 1, Dex 24, Con 10, Int 8, Wis 13, Cha 25<br />

Skills: Bluff +14, Concentration +6, Disguise +17,<br />

Hide +20, Tumble +14, Use Rope +14<br />

Feats: Skill Focus (Disguise), Weapon Finesse<br />

Environment: Any cold<br />

Organisation: Solitary, band (2–4) or gaggle (4–16)<br />

Challenge Rating: 9<br />

Treasure: Double goods<br />

Alignment: Usually chaotic evil<br />

Advancement: By character class<br />

Level Adjustment: —<br />

Ibon Presno Gonzalez (order #73006) 8

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