Wednesday, August 6, 2014

Grindylow Squad

To show off the Squad rules, lets make a Grindylow Squad.  Using these rules you can easily have your heroes fight 16 Grindylows (4 squads) without bogging down the game.

GrindylowCR 2
XP 600
CE Small aberration (aquatic)
 +2; Senses darkvision 60 ft.; Perception +4
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1size)
 +1, Ref +2, Will +2
Area Attacks Deal 200% Damage
Immune to Flanking
Speed 15 ft., swim 30 ft., jet 200 ft.
Space 10 ft.; Reach 5 ft.
Melee spear +7 (2d6+2/×3), bite +3 (2d3)
 spear +8 (2d6+2/×3)
Special attack
 tangling tentacles
Str 12, Dex 14, Con 13, Int 9, Wis 10, Cha 9
Base Atk
 +0; CMB +5 (+9 trip); CMD 12 (18 vs. trip)
 Weapon Finesse
 Perception +4, Stealth +14, Swim +13; Racial Modifiers +4 Stealth, +8 Swim
Languages Aquan

Tangling Tentacles (Ex)

Although a grindylow squad can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow squad’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the grindylow in retaliation.

Maximum Damage (Squad)

The Maximum Damage that any single target attack can do against a grindylow squad is 5.

Tumble Through (Squad)

Characters gain a +10 bonus to tumble through the grindylow squad.

Defense in Numbers (Squad)

Any effect besides damage that normally effects only one creature does not effect the grindylow squad.  This includes any combat maneuvers and spells which target a single creature.

Provoking (Squad)

Any time a grindylow squad provokes, it provokes twice.

Vulnerable to Cleave (Squad)

A grindylow squad counts as two creatures for the purposes of cleave.

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