Grelm

Grelm  

This aquatic creature is covered in an armored shell, has four giant claws, and a horrible visage – two small black eyes and a mass of tentacles hanging down from its mouth. It can be up to 8 feet long and weigh around 700lbs.

 

This giant monstrosity stays near areas with water. It moves quickly when in the water, and slows on land. It is a hunter, living only to feed and sleep. It has four claws it uses to attack and grapple opponents.

Grelm

Challenge Rating: 6

Size: Large

Type: Navirite Aberration

Initiative: 0

 

Defense

Hit Points: 89

Armor Class: 19 ( +9 natural)

Saves: Fort +10 Ref +5 Will +5

Weakness: –

 

Offense

Speed: 45 submerged, or in water ( on land 20)

Base Attack: +7

Melee: (4) Claws +12  (1d6+5), Bite (if grappled) (1d6+5 plus poison)

Ranged: Throw boulder +7 (1d8+5)

Special Attacks: Reach 5’, grab, poison

Sanity Effects: First Encounter 1/1d8, if grappled by the Grelm 1/1d8

 

Statistics

Abilities: STR 21, DEX 11, CON 15, INT 6, WIS 10, CHA 7

Skills: +2 Acrobatics, +5 Athletics, +7 Awareness, +3 Endurance, +0 Knowledge, -2 Persuasion, – Spellcraft, +0 Survival, +3 Thievery

Talents: Alertness, Cleave, Run

Special Qualities: +3 Awareness, low light vision, fearless

 

Ecology

Environment: Temperate marshes, water filled caverns

Organization: Solitary, pair, or pack (3-5)

Treasure: Standard

Poison

Grelm Saliva – DC 14 Injury, 1 CON, 1 minute later 2 CON

 

Grab

When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.

Griffon

Griffon

Challenge Rating: 4

Size: Large

Type: Magical Beast

Initiative: +2

 

Defense

Hit Points: 59 ( 7HD)

Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Saves: Fort +8 Ref +7 Will +5

Weaknesses: –

 

Offense

Speed: 30ft, fly 80ft

Base Attack: +7

Melee: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)

Special Attacks: Pounce, rake 1d6+2

Sanity Effects: –

 

Statistics

Abilities: STR 18, DEX 15, CON 16, INT 5, WIS 13, CHA 8

Skills: Acrobatics +2, Athletics +4,  Awareness +5, Endurance +3, Knowledge -4, Persuasion -1, Spellcraft +1, Survival +1, Thievery +2

Talents: 3 points or recommended: Unbreakable Will, Multiattack, Weapon Focus (bite)

Special Qualities: 5ft Reach, Darkvision 60ft, low-light Vision, scent

Ecology

Environment: Temperate Hills

Organization: Solitary, pair, or pride (6-10)

Treasure: None

 

Pounce

If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

 

Rake

Attack bonus +8 melee, damage 1d6+2.

 

Groups

By Region:

Worldwide

Eastlands

Northlands

Westlands

Southlands

 

All Groups (alphabetical)

Gylas

Gylas is not part of the Wanderers, but he is fiercely loyal to them. He is a Losvari elf, who found himself back in the lands of Atheles at the young age of eight. He was captured by the Red Guard and was long interrogated and imprisoned. When he was found to have no useful information, he was sent to the iron mines. There he showed an aptitude for chemistry, helping formulate and build black rock explosives that allowed the mines to dig deeper than ever. When the Red Guard was destroyed in 5706, he escaped and found his way to the Elmhearth. Helfen welcomed him to the community. His alchemical creations helped the village mine stone more quickly, and he built the Cauldron. It serves as both a shop for any villagers in need, but also as the source for any alchemical needs the Wanderers need.

Half Dwarf

Half Dworv: +1 Con, low light vision 60’

Very rarely, a human and dworv sire a child of both races. These half dworvs stand close to 5’ tall, and are broader and more muscular than most humans. Half dworvs are rare, and an adventurer may only come across one or two in all their travels.

Heilman Ricter

Role in Story: Current leader of the protectorate. Militant against magic.

Occupation: Leader of the protectorate

Physical Description: broad shouldered and a bit portly. Hair thinning and gray.

Personality: good natured but strict.

Habits/Mannerisms: closes eyes often while taking.