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.
|