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Gnorri
What You See
This creature has a newt-like head,
a long tapering body that ends in a
prehensile tentacle, and a variable
number of arms.


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
DEFENSE

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
OFFENSE

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
ECO LO GY

Environment any ocean
Organization solitary, pair, patrol (3–7), or tribe (8–26)
Treasure NPC gear
SPECIAL ABILITIES

Amorphous Entrails (Ex) A gnorri’s internal organs shift
and slither around, and are never in exactly the same

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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 selfcannibalize 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,



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