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Grue

It is pich black. You are unlikely to see the creature which attacked you.

Grue

CR 7 (3,200 xp)

NE Small Abberation
Init: +8, Senses: Darkvision 120 ft, Perception +13

DEFENSE
AC 22, touch 14, flat-footed 17 (+4 Dex, +1 size, +7 natural)
hp 63 (9d8+27)
Fort +8, Ref +12, Will +8

OFFENSE
Speed 20 ft.
Melee Claw +8 (1d4-1)
Special Attacks Mind Worm, Whispers of Madness
Spell-like Abilities (CL 9)
At Will: Darkness

BASE STATISTICS
Str 8, Dex 19, Con 16, Int 11, Wis 10, Cha 16
Base Atk +9, CMB +7, CMD 21
Feats Blind Fight, Improved Initative
Skills Perception +13, Stealth +18
Languages Common, Undercommon

ECOLOGY
Environment Underground
Organization Solitary, Pair, Gang (3-12)
Treasure Standard

SPECIAL ABILITIES
Mindworm (Su): 50 ft range, Will DC 20 or stunned for 1d6 rounds
Whispers of Madness (Su): 25 ft range, Will DC 17 or 1d6 Wisdom damage


Grue are strange humanoid abberations that dwell in the dark underbelly of the world. Some think they are an offshoot of dark creepers and dark stalkers, while others think they were once gnomes or halfling that delved too deep and discovered things better left buried. What ever they once were they have turned into killers with incredible abilities to warp people's minds. They prowl the dark tunnels of the Darklands searching for prey. Sometimes they even prowl the sewers of humanoid cities. Anytime you head into the darkness underground be prepared, for you are likely to be eaten by a grue.

Additional Ratings
Balance:
( 8 Votes )
Utility:
( 8 Votes )
Clarity:
( 8 Votes )


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