Dungeons and Dragons Grick 3.5 PBP RPG

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Grick

Grick

Medium Aberration

Hit Dice:

2d8 (9 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 20 ft.

Armor Class:

16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple:

+1/+3

Attack:

Tentacle +3 melee (1d4+2)

Full Attack:

4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

-

Special Qualities:

Damage reduction 10/magic, darkvision 60 ft., scent

Saves:

Fort +0, Ref +2, Will +5

Abilities:

Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills:

Climb +10, Hide +3*, Listen +6, Spot +6

Feats:

Alertness, Track B

Environment:

Underground

Organization:

Solitary or cluster (2-4)

Challenge Rating:

3

Treasure:

1/10 coins; 50% goods; 50% items

Alignment:

Usually neutral

Advancement:

3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment:

-

An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.

Combat

Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure.

A grick's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.

Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.


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Latest RPG Post

Good, we've broken through without losses as hoped, but it wasn't quite done yet. As best I can while riding and trying to ignore the wound in my side I call out, "Go ahead Rachel, but stay mostly in sight, Ping, point out the threats. Lets get a head start going east and then swing south to the stronghold."

"Keep up the pace for a bit, then we'll slow down to give the horses a chance to breathe and be sure of our path. But we keep moving."

Out of Character: I'll have Ping fly circuits around us, reporting on both the hobgoblins and any potential problems ahead as best the thing can observe. Flat out running for a bit to build up a gap between us and the hobgoblins, then alternating between trotting along and dismounting to lead the horses at a walk to move quickly without exhausting the mounts too fast. Changing course for the fastest clear route to the stronghold we can make out as soon as we are sure the hobgoblins won't catch up thanks to the change in direction.

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