Gnorri CR 1/2 XP 200 Gnorri ranger 1 N Large monstrous humanoid aquatic Init +2; Senses deepsight 120 ft.. with gnorri longspear Special Attacks favored enemy aberrations +2 S TAT I S T
Trang 1Gnorri
CR 1/2
XP 200
Gnorri ranger 1
N Large monstrous humanoid (aquatic)
Init +2; Senses deepsight 120 ft (darkvision only
underwater), low-light vision; Perception +6
D E FE N S E
AC 11, touch 9, flat-footed 11 (+2 Dex, –1 size)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +4
Defensive Abilities amorphous entrails
O FFE N S E
Speed 20 ft., swim 40 ft.
Melee gnorri longspear +3 (1d10+3/x3) or
gnorri shardsword +3 (1d8+2/x3)
Space 10 ft.; Reach 5 ft (10 ft with gnorri longspear)
Special Attacks favored enemy (aberrations +2)
S TAT I S T I C S
Str 15, Dex 14, Con 13, Int 10, Wis 14, Cha 6
Base Atk +1; CMB +4; CMD 16 (can’t be tripped)
Feats Iron Will
Skills Bluff –2 (–4 with humanoids), Craft (alchemy) +6,
Diplomacy –2 (–4 with humanoids), Heal +8, Knowledge
(nature) +6, Perception +6, Sense Motive +2 (+0 with
humanoids), Swim +14, Survival +6 (+7 tracking); Racial
Modifiers –2 Bluff with humanoids, +2 Craft (alchemy),
–2 Diplomacy with humanoids, +2 Heal, +2 Knowledge
(nature), –2 Sense Motive with humanoids
Languages Common, Gnorri
SQ gnorri science, hard to discern, limb allocation (currently
3 arms), track +1, undersized weapons, wild empathy -1
E CO LO G Y
Environment any ocean
Organization solitary, pair, patrol (3–7), or tribe (8–26)
Treasure NPC gear
S PE CI A L A B I L I T I E S
Amorphous Entrails (Ex) A gnorri’s internal organs shift
and slither around, and are never in exactly the same
place from one moment to another As a result, they have
a 25% chance to ignore additional damage caused by critical hits, sneak attacks, and precision-based damage This ability also grants gnorri immunity to damage caused by water pressure
Amphibious (Ex) Gnorri have the aquatic subtype and can
survive indefinitely on land
Gnorri Science (Ex) Gnorri gain a +2 racial bonus on all
Craft (alchemy), Heal, and Knowledge (nature) checks Gnorri are adept with poisons, and never risk accidentally poisoning themselves when applying poison to a weapon or using toxic materials when crafting alchemy
Limb Allocation (Ex) Gnorri can absorb or extrude their
arms, although the process is somewhat painful and slow, and can only be performed once per day A gnorri must concentrate for ten minutes to adjust the number of arms
it currently has, during which time it is considered to be flat-footed If its concentration is disrupted during this time, it must begin the process of limb allocation from the beginning, but it does not lose its once per day usage
of this ability A gnorri can’t attack with more than two arms during a full attack but can otherwise use a third or fourth hand normally (carrying shields, using items, etc.) Added hands are always off-hand, even when making attacks of opportunity
Two Arms: If a gnorri elects to have two arms, it can
concentrate more of its muscle mass in those limbs and as a result gains a +2 bonus to its Strength
Three Arms: If a gnorri elects to have three arms, it must
allocate its muscle mass more evenly and gains no bonus to Strength, but neither is it forced to self-cannibalize its body to maintain a fourth arm, so it takes no additional penalty to its Constitution
Four Arms: If a gnorri elects to have four arms, it must
allocate additional muscle mass, flesh, bone, nerves, and circulatory system reserves to the fourth arm It takes no penalty to its Strength score, but takes a –2 penalty to its Constitution as a result of overburdening its body
Undersized Weapons (Ex) Although gnorri are Large
sized, their upper torsos are the same size as that of a Medium humanoid As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most gnorri)
Gnorri are amphibious Dreamlands entities that range
in size from slightly larger than a human up to about twice as large They weigh from 250 to 1,500 pounds They can function on land as well as in the sea While some have two arms, many have three or four arms,
This creature has a newt-like head,
a long tapering body that ends in a
prehensile tentacle, and a variable
number of arms.
What You See