The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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