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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Grumpet<br />

Medium Aberration<br />

Hit Dice: 5d8+5 (27 hp)<br />

Initiative: +4<br />

Speed: 5 ft. (1 square), fly 30 ft. (good) (6<br />

squares)<br />

Armor Class: 19 (+4 Dex, +5 natural), touch<br />

14, flat-footed 15<br />

Base Attack/Grapple: +3/+2<br />

Attack: Slap +2 melee (1d3-1)<br />

Full Attack: 4 slaps +2 melee (1d3-1)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Spells, stench<br />

Special Qualities: Darkvision 60 ft., immunity<br />

to poison and nausea, spell resistance 18<br />

Saves: Fort +2, Ref +5, Will +3<br />

Abilities: Str 8, Dex 19, Con 12, Int 18, Wis<br />

8, Cha 15<br />

Colloquially called as “gasbags,” grumpets are<br />

4-foot-wide lea<strong>the</strong>ry bags formed around a broad<br />

human-like face, comical with its droopy eyes and<br />

colossal nose. <strong>The</strong>ir hair is a hue <strong>of</strong> golden yellow,<br />

and <strong>the</strong>ir skin an azure blue. Two pairs <strong>of</strong> limbs<br />

sprout from behind <strong>the</strong>ir face, and <strong>the</strong>ir underside are<br />

a pair <strong>of</strong> hollow stumps which serve as regulatory<br />

vents. <strong>The</strong>y float <strong>of</strong>f <strong>the</strong> ground about 2 to 5 feet.<br />

Grumpets live in fetid bogs and fens, where<br />

methane-rich air is plentiful. <strong>The</strong>y store <strong>the</strong> gas in<br />

<strong>the</strong>ir bloated bulbous bodies, whereby it is used to<br />

generate <strong>the</strong> hot air that allows <strong>the</strong> gasbags to float.<br />

<strong>The</strong>y propel <strong>the</strong>mselves forward by ejecting surplus<br />

gas through <strong>the</strong>ir vents. Should a gasbag deflate itself<br />

for whatever reason, it can still move by pulling itself<br />

around with its four arms. It takes an empty grumpet<br />

at least 5 minutes to reinflate and float.<br />

Grumpets are highly intelligent beings that<br />

love ancient lore and magic. <strong>The</strong>y <strong>of</strong>ten discover<br />

such knowledge when exploring <strong>the</strong> partially<br />

submerged ruins <strong>of</strong> lost civilizations commonly<br />

found within <strong>the</strong>ir remote homelands. Grumpets<br />

sometimes amass a fortune <strong>of</strong> magic and treasure,<br />

and establish a ra<strong>the</strong>r impressive knowledge <strong>of</strong> both<br />

<strong>the</strong> magic and history <strong>of</strong> <strong>the</strong> area. <strong>The</strong>se creatures<br />

are equally known—quite infamously—for <strong>the</strong>ir<br />

incessant talking. As <strong>the</strong>y are always alone,<br />

constantly avoiding <strong>the</strong>ir kin, <strong>the</strong>y seek and<br />

enjoy <strong>the</strong> company <strong>of</strong> o<strong>the</strong>r races. <strong>The</strong>y use such<br />

opportunities to discuss <strong>the</strong>ir vast knowledge and<br />

express <strong>the</strong>ir opinions and thoughts. <strong>The</strong>y can<br />

almost talk one to death, never running out <strong>of</strong> steam,<br />

and rarely giving an opportunity to reply.<br />

All grumpets speak Grump and Common.<br />

<strong>The</strong>y also speak any o<strong>the</strong>r four additional languages,<br />

usually those common to <strong>the</strong> area in which <strong>the</strong>y live.<br />

127<br />

Skills: Appraise +10, Concentration +7,<br />

Disguise -6, Hide -4, Knowledge (arcana) +10,<br />

Knowledge (history) +10, Listen +5, Perform<br />

(oratory) +8, Search +10, Spellcraft +12,<br />

Survival –1 (+1 following tracks)<br />

Feats: Empower Spell, Eschew Materials,<br />

Hover B<br />

Environment: Warm marsh<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: Double standard<br />

Alignment: Usually neutral<br />

Advancement: 6-10 HD (Medium); 11-15 HD<br />

(Large)<br />

Level Adjustment: —<br />

Combat<br />

Grumpets do not like fighting. <strong>The</strong>y prefer<br />

talking things over when <strong>the</strong>y can, and fleeing when<br />

<strong>the</strong>y cannot. However, when pressed and cornered,<br />

grumpets turn to <strong>the</strong>ir magic to defend <strong>the</strong>mselves.<br />

Spells: A grumpet can cast arcane spells as a<br />

7th-level wizard. A typical grumpet has access to<br />

<strong>the</strong> following spells: 0—acid splash, arcane mark,<br />

dancing lights, daze, detect magic, detect poison,<br />

disrupt undead, flare, ghost sound, light, mage hand,<br />

mending, message, open/close, prestidigitation, ray<br />

<strong>of</strong> frost, read magic, resistance, touch <strong>of</strong> fatigue;<br />

1st—comprehend languages, expeditious retreat,<br />

identify, magic missile, shield, shocking grasp, silent<br />

image, sleep; 2nd—acid arrow, cat’s grace, detect<br />

thoughts, invisibility, resist energy, summon monster<br />

II, web; 3rd—blink, dispel magic, displacement,<br />

fireball, slow, stinking cloud; 4th—charm monster,<br />

ice storm, lesser globe <strong>of</strong> invulnerability, solid fog,<br />

summon monster IV.<br />

Typical Spells Prepared (4/5/4/3/2; save DC<br />

14 + spell level): 0—detect magic, light, mage<br />

hand, read magic; 1st—identify, magic missile,<br />

shield, shocking grasp, sleep; 2nd—acid arrow,<br />

invisibility, summon monster II, web; 3rd—dispel<br />

magic, fireball, stinking cloud; 4th—ice storm,<br />

summon monster IV.<br />

Stench (Ex): Grumpets depend on natural gas<br />

to fuel <strong>the</strong> biological processes that allow <strong>the</strong>m to<br />

float, which has <strong>the</strong> side effect <strong>of</strong> surrounding <strong>the</strong>m<br />

with an unpleasant odor. A gasbag seems unaffected<br />

by <strong>the</strong> smell, but <strong>the</strong> same cannot be said for those<br />

around <strong>the</strong>m. Any creature that comes within 20 feet<br />

<strong>of</strong> a gasbag must succeed on a DC 13 Fortitude save<br />

or be sickened until leaving <strong>the</strong> area. <strong>The</strong> save DC is<br />

Constitution-based.<br />

Skills: A grumpet’s stench precedes it,<br />

imposing a –8 racial penalty on all Disguise and<br />

Hide checks.<br />

7

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