Grezeimaen

CREATURE 12

unique le large aberration 

Perception +22 (+26 vs traps); infect scent (imprecise) 60 feet

Skills Acrobatics +25, Athletics +22, Crafting +25, Stealth +28, Thievery +28

Str +7 Dex +8 Con +5 Int +7 Wis +5 Cha +4

Items +1 striking sling (10 sling bullets, 3 explosive ammunition, 3 freezing ammunition

Infect Scent Grezeimaen can smell creatures infected with addictive exhaustion, as the scent ability.

AC  34; Fort +22, Ref +22, Will +27

HP 213; Immunities bleed; Weaknesses acid 10, fire 10; Resistances poison 15

Pinion [R] Trigger A creature within 10 feet of Grezeimaen uses an action to Fly; Requirements Grezeimaen is Reared Back; Effect Grezeimaen lashes out at the triggering creature, attempting to swat it to the ground. Grezeimaen attempts a melee Strike against the creature. If the Strike hits, the creature's movement is interrupted. The creature is knocked to the ground; on a critical hit, they also can't Fly again for 1 minute.

Speed 35 feet, climb 35 feet

Melee [>] limb +27 (finesse, reach 15 feet, shove), Damage 3d12+7 bludgeoning

Ranged [>] sling +28 (propulsive, range increment 50 feet, reload 1), Damage 2d6+13 bludgeoning

Addictive Exhaustion (disease) DC 32

Infectious Spores [>>] Grezeimaen releases a choking field of spores within a 30-foot radius, continuing to release them until the end of its next turn. Creatures who begin their turns within the area of the spores, or who enter the area, must attempt a DC 32 Fortitude save. On a failure, the creature becomes afflicted with addictive exhaustion. Grezeimaen then can't use its Infectious Spores again for 1d4 rounds.

Gauge Potential [>] Grezeimaen studies a creature it can see, attempting to predict its actions. The creature attempts a DC 32 Will save. On a failed save, Grezeimaen predicts the creature's moves, gaining a +2 circumstance bonus to attack rolls and AC against the target creature for 1 minute.

Rear Back [>] Grezeimaen stands on its two hind limbs, bringing its other four limbs to bear on its foes. Grezeimaen stays Reared Back until it uses a single action to return to its normal stance. While Grezeimaen is Reared Back, it is clumsy 1 but can use its Pinion and Yank abilities.

Yank [>>] Requirements Grezeimaen is Reared Back; Effect Grezeimaen makes a melee limb Strike against a creature and, on a success, attempts to steal the creature's weapon from its hands. Grezeimaen attempts a Thievery check against the target's Reflex DC. Critical Success The creature's weapon falls to the floor in the creature's space.Success Until the start of that creature's turn, attempts to Disarm the creature of its weapon gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the weapon or other checks requiring a firm grasp on the weapon.Failure The creature is unaffected.Critical Failure The creature can use a reaction to attempt a melee Strike against Grezeimaen with the weapon Grezeimaen attempted to grab.

LOMM, page 64.

Open Grezeimaen in the interactive creatures list or browse all creatures starting with G.