Gravidon

aberration · CR 2 · from Book of Beasts II · by Robert J. Hall
Gravidon
StatisticValue
Size/TypeMedium Aberration
Hit Dice3d8+9 (22 hp)
Initiative-1
Speed20 ft. (4 squares)
Armor Class19 (-1 Dex, +4 natural, +6 armor skirt), touch 9, flat-footed 19
Base Attack/Grapple+2/+9
AttackLaser rifle +2 ranged (3d8) or slam (1d4+4)
Full AttackLaser rifle +2 ranged (3d8) or slam (1d4+4)
Space/Reach5 ft./5 ft.
Special Attacks―
Special QualitiesDarkvision 60 ft., gravidon traits
SavesFort +4, Ref +0, Will +3
AbilitiesStr 18, Dex 8, Con 17, Int 9, Wis 11, Cha 8
SkillsBalance +4, Climb +2, Jump +5, Listen +3, Spot +3, Swim +6
FeatsAlertness, EnduranceB, Weapon Focus (laser rifle)
EnvironmentWarm marshes
OrganizationSolitary, pair, company (2–4), or squad (11–20 plus 1 3rd-level tactical leader).
Challenge Rating2
TreasureStandard
AlignmentUsually lawful neutral
AdvancementBy character class
Level Adjustment+2

Description

This bizarre life form bears an odd resemblance to a large, stocky turnip, with a number of short legs attached to the underside. The wrinkled hide has a light green hue. Three heavy eyestalks protrude from the crest of the body, and there is a vertical mouth slit on the body with an almost elephant-like trunk underneath.

This powerful alien life form is shaped roughly like a large, stocky turnip turned upright. It has nine wide, stump-like feet underneath its wrinkled, light green body. At the crest the gravidon has three thick eyestalks that can bend and twist in all directions. At the front of the creature is a vertical mouth slit with a forked trunk underneath. This trunk is thick and powerful, but capable of fine manipulation and tool use.

The gravidon originated on a massive, earth-like world where the high gravity led to the evolution of stocky creatures and short plants. A unknown alien race uplifted the gravidon and then employed them as technological laborers on a variety of worlds. Their creators have long since vanished, but the gravidon can still be found in many parts of the galaxy.

Combat

Gravidon are capable of learning to use most weapons, but they favor heavy guns that can deliver the greatest firepower. When they have no weapons they will resort to hurling their bulky body upon a foe.

All-Around Vision (Ex): The multiple eyestalks give them a +2 racial bonus to Spot and Search checks, and they can’t be flanked.

Gravidon Traits (Ex): Gravidon possess the following racial traits.

  • +6 Strength, -2 Dexterity (minimum 3), +4 Constitution.
  • Medium size.
  • A gravidon's base land speed is 20 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A gravidon begins with three levels of aberration, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +1, and Will +3.
  • Racial Skills: A gravidon's aberration levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Listen, Search, Spot, and Swim.
  • Racial Feats: A gravidon's aberration levels give it two feats.
  • +4 natural armor bonus.
  • Natural Weapons: Slam (1d4).
  • All-Around Vision (Ex). (See above.)
  • +4 racial bonus on Balance checks.
  • +2 racial bonus to Fortitude saves against evaporation and desiccation effects.
  • Endurance feat as a bonus feat.
  • -2 penalty to Climb checks.
  • Favored Class: Fighter.
  • Level adjustment: +2.

Also in this section of the source

Gremlin

Author: Robert J. Hall.

StatisticValue
Size/TypeSmall Fey
Hit Dice1d6+2 (6 hp)
Initiative+4
Speed30 ft. (6 squares), climb 20 ft.
Armor Class17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple+0/-6
AttackBite +5 melee (1d4–2 plus poison)
Full AttackBite +5 melee (1d4–2 plus poison)
Space/Reach5 ft./5 ft.
Special AttacksPoison
Special QualitiesDamage reduction 5/cold iron, darkvision 60 ft., low-light vision, resistance to electricity 10
SavesFort +2, Ref +6, Will +3
AbilitiesStr 7, Dex 19, Con 15, Int 9, Wis 12, Cha 7
SkillsClimb +6, Disable Device +16, Escape Artist +8, Hide +10*, Knowledge (devices) +3, Listen +6, Move Silently +6, Spot +6
FeatsAlertness, Weapon FinesseB
EnvironmentAny
OrganizationSolitary, gang (4–8), band (10–20), or swarm (30–300)
Challenge Rating½
TreasureStandard
AlignmentUsually chaotic evil
Advancement2–4 HD (Small)
Level Adjustment―

This little humanoid creature has a scruffy coat of fur, gangly limbs, a stubby tail, and an slender head with large eyes and pointed ears. Its fanged mouth is agape and pulled back in a snarl.

A gremlin is a mischievous, sprite-like creature that delights in damaging machinery and misusing technology. This creature is not native to our realm, but is somehow drawn through dimensional portals when technological devices operate in proximity to strong electrical energies. Eventually some counter-balancing force of nature draw the gremlin back through to its native domain, but not before they have wrecked havoc with their surroundings.

The hide of a gremlin is thick and lumpy, with a thin, coarse coating of hair. Its tattered fur coat is colored in a pattern of hues that include various shades of gray or brown with occasional white highlights. The gremlin has unusually large eyes for its size, and its ears are wide and pointed. The overall form is roughly humanoid, although the limbs are unusually long and gangly.

The gremlin is less than half the height of a human, and is readily able to hide in quite small compartments or openings. While remaining stationary, it is able to focus and bend light around its form, thus becoming all but invisible. For this reason it frequently manages to evade detection.

Combat

When alone most gremlins dislike physical confrontation and will seek to flee from a heavily armed opponent. Instead they will hide until an opportunity appears to terrify a suitably weak or defenseless victim. It can deliver a nasty bite that inflicts a potent venom, but will often choose to employ a more diabolical means of dispatching an opponent, usually in a painful manner.

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute and lose all memory of the past 10 minutes, secondary damage sleep for another 3d6 minutes and lose all memory of the past hour. The save DC is Constitution-based and includes a +2 racial bonus.

Hide in Plain Sight (Ex): When stationary and concentrating, a gremlin can use the Hide skill even when being observed. *It also gains a +12 racial bonus on Hide checks as long as it maintains concentration.

Skills: A gremlin gains a +8 racial bonus on Disable Device checks. They can use their Dexterity modifier for Climb checks, and can take 10 on Climb checks, even if threatened or distracted.

All 820 monsters in the Netbook Bestiary