Planescape Monstrous Compendium Appendix I


Grue – Earth / Fire / Water / Air

Name

Chaggrin (Earth)

Harginn (Fire)

Type

Varied-size Elemental

Size

Small

Medium

Hit Dice

5d8+20 (43)

4d8+4 (22)

Initiative

+1 (Dex)

+3 (Dex)

Speed

30ft, Burrow 10ft

40ft

Armor Class

16 (+1S, +1D, +4N)

17 (+3D, +4N)

Attacks

2 Claws +8

Fire gout or by weapon +4

Damage

Claw 1d4+4

By weapon 1 and 1d6 fire.

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Improved grab, hug

Fire gout, flaming weapons

Sq. Qualities

Earth subtype, merging, spell immunity, DR 5/+1, elemental

Fire subtype, blinking, spell immunity, elemental

Saves

F+8

R+2

W+1

F+1

R+4

W+1

Abilities

Str 18

Dex 12

Con 19

Str 12

Dex 17

Con 12

Int 08

Wis 10

Cha 06

Int 10

Wis 10

Cha 08

Skills

24

26

Feats

2

2

 

Climate

Earth Plane

Fire Plane

Organization

Solitary, family (2-5) or clan (8-20)

Solitary, family (2-8), clan (8-20), or guild (25-50)

Rating (CR)

6

5

Treasure

Double goods, Normal coins & items

Half coins & goods, normal items

Alignment

Always Neutral Evil

Advancement

6 – 12 HD (Small), 13 – 18 HD (Medium)

5 – 10 HD (Medium), 11 – 12 HD (Large)

 

 

· Improved Grab (Ex): If a charggrin hit with both claws to an opponent, he can try to establish a hold.

· Hug (Ex): If a charggrin gets a hold on an opponent, it can hug for 1d6+8 points of damage per round, in addition to any other claw damage done.

· Merging (Su): Earth grues can merge with natural soil or stone, leaving only a damp, dark outline, faintly perceptible to careful observers. When doing this the earth grue gains a +20 circumstantial bonus to hide.

· Spell Immunity (Ex):

· Earth: Chaggrins are immune to earth-based / affecting spells such as Earthquake, Passwall, Transmute Rock to Mud, Stone to Flesh and the like. The mere presence of a grue within 40’ of such magic dispels the magic, even if permanent.

· Fire: Harginns are immune to fire-based spells such as Wall of Fire, Fire Storm, Fireball, etc. The mere presence of a harginn within 20’ of such magic dispels the magic, even if permanent.

· Fire Gout: The fire grue attacks by shooting a gout of flame from its fingertips, 3’ wide and 6’ long (2 squares in a straight line), that does 1d4+4 damage to all within.

· Flaming Weapons: Any weapon wielded by a fire grue becomes flaming for as long as it remains in contact with the grue.

· Blinking: Harginns can Blink at will as a free action.

 

 

Name

Ildriss (Air)

Varrdig (Water)

Type

Varied-size Elemental

Size

Small

Medium

Hit Dice

4d8+4 (22)

6d8+12 (39)

Initiative

+10 (+6 Dex, +4 Feat)

+2 (Dex)

Speed

Fly 60ft (perfect)

20ft, Swim 45ft

Armor Class

18 (+1S, +6D, +1N)

15 (+2D, +3N)

Attacks

Slam +10

2 Slams +7, or 2 rams +9

Damage

Slam 3d4

Slam 1d4+3 subdual and blind, or ram 4d4+6

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Invisibility

Blinding, ramming, triad

Sq. Qualities

Air subtype, DR 10 / +2, spell immunity, incorporeal, elemental

Water subtype, DR 5 / +1, spell immunity

Saves

F+2

R+10

W+2

F+7

R+4

W+3

Abilities

Str 11

Dex 23

Con 13

Str 17

Dex 15

Con 14

Int 08

Wis 12

Cha 08

Int 06

Wis 12

Cha 12

Skills

22

22

Feats

Improved Initiative, Weapon Finesse

2

 

Climate

Air Plane

Water Plane

Organization

Solitary, Family (2-8), or Tribe (10-20)

Solitary, Family (2-5), or Pack (6-12)

Rating (CR)

6

7

Treasure

Half coins & items, normal goods

Half standard

Alignment

Always Neutral Evil

Advancement

5 – 7 HD (Small), 8 – 12 HD (Medium)

7 – 15 HD (Medium), 16 – 18 HD (Large)

 

 

· Invisibility (Ex): While at ground level, the Ildriss can move invisible, assuming a fog-like form, absolutely indistinguishable from normal fog.

· Spell Immunity (Ex):

· Air: Air grues are immune to air-based spells such as Lightning Bolt, Cloudkill, Stinking Cloud, Cone of Cold, Invisible Stalker, and Wall of Fog. The presence of an air grue dispels all such magic within 50’ even permanent effects.

· Water: Water grues are immune to water-based spells such as Create Water, Ice Storm, Wall of Ice, Obscurement, Airy Water, Lower Water, Purify Food & Drink, and Water Breathing. All such magic within 30’ of the varrdig is dispelled, even permanent effects.

· Blinding: The attacks from a water grue can blind its victim for 1d4 rounds if a Fortitude save (DC14) is failed.

· Ramming: While in the water, varrdigs can ram their opponents, using the statistics mentioned before.

· Triad: Water grues form triads as a basic unit of society. Moreover, these trios can fuse into a single individual, process that takes 1-3 rounds. The combined creature has the sum of individual hit points, attacks 1d4+2 times per round (determined at the fusing) with a +8 additional bonus to hit, delivering 1d6+4 subdual (blinding DC20) up to 10’. Ramming attacks increase to 4d6+8.

· Elemental: Immune to poison, sleep, paralysis, stunning, critical hits, flanking. Darkvision 60ft.

 

 



    Melroch Eitheldor @ 2003 - 2004

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