Monster Dossier
Grezeimaen
Writhing Gristle At a distance, the creature known as Grezeimaen might be mistaken for a crawling undead hand, possessed of two thumbs instead of one. The...
Traits
Rules & statistics
Monster Profile
Perception
- Std
- 22
- Vs traps
- 26
Senses
- Type
- imprecise
- Name
- infect scent
- Range
- 60
Skills
- Acrobatics
- 25
- Athletics
- 22
- Crafting
- 25
- Stealth
- 28
- Thievery
- 28
Ability Mods
- Str
- 7
- Dex
- 8
- Con
- 5
- Int
- 7
- Wis
- 5
- Cha
- 4
Items
- sling||+1 weapon potency||striking| (10 sling bullets, 3 standard explosive ammunition||explosive ammunition, 3 freezing ammunition
Defenses
- Ac
- 34
- Saving Throws
- Fort
- 22
- Ref
- 22
- Will
- 27
- Hp
- Hp
- 213
- Immunities
- bleed
- Weaknesses
- Name
- acid
- Amount
- 10
- Name
- fire
- Amount
- 10
- Resistances
- Name
- poison
- Amount
- 15
Speed
- Walk
- 35
- Climb
- 35
Attacks
- Range
- Melee
- Name
- limb
- Attack
- 27
- Traits
- finesse
- reach
- shove
- Damage
- 3d12+7 bludgeoning
- Types
- bludgeoning
- Range
- Ranged
- Name
- sling
- Attack
- 28
- Traits
- propulsive
- range increment
- reload
- Damage
- 2d6+13 bludgeoning
- Types
- bludgeoning
Abilities
- Top
- Name
- Infect Scent
- Entries
- Grezeimaen can smell creatures infected with addictive exhaustion|LOMM, as the scent ability.
- Mid
- Name
- Pinion
- Activity
- Unit
- reaction
- Number
- 1
- Trigger
- A creature within 10 feet of Grezeimaen uses an action to Fly
- Requirements
- Grezeimaen is Reared Back
- Entries
- 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.
- Bot
- Name
- Addictive Exhaustion
- Traits
- disease
- Entries
- 32
- Name
- Infectious Spores
- Activity
- Unit
- action
- Number
- 2
- Entries
- 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 32 Fortitude save. On a failure, the creature becomes afflicted with addictive exhaustion|LOMM. Grezeimaen then can't use its Infectious Spores again for 1d4 rounds.
- Name
- Gauge Potential
- Activity
- Unit
- action
- Number
- 1
- Entries
- Grezeimaen studies a creature it can see, attempting to predict its actions. The creature attempts a 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.
- Name
- Rear Back
- Activity
- Unit
- action
- Number
- 1
- Entries
- 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 clmusy||clumsy 1 but can use its Pinion and Yank abilities.
- Name
- Yank
- Activity
- Unit
- action
- Number
- 2
- Requirements
- Grezeimaen is Reared Back
- Entries
- 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.
- Type
- successDegree
- Entries
- 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.
Background
Lore
Writhing Gristle
At a distance, the creature known as Grezeimaen might be mistaken for a crawling undead hand, possessed of two thumbs instead of one. These "thumbs" are actually the being's hind limbs, which it can clumsily stand upon should it choose. Each of its fingerlike limbs bears a smaller hand on the end, giving Grezeimaen an eerie gait possessed of too many moving joints. Wedged within the wrist-shaped tissue that makes up the creature's head are three bloodshot eyes, glaring balefully from lids twisted into shape from ropes of flesh.
Whether part of its base nature or due to its long imprisonment, Grezeimaen appears to be skinned and rotting, its body riddled with ragged holes held together by raw sinew. Despite its glistening and putrid appearance, it isn't undead, nor does it leave any trace of blood or gristle in its wake. Those who believe its condition might slow it down are often shocked by the creature's jittering speed, and those who believe they might be able to track it by the scent of rotting flesh find themselves inhaling the beast's deadly, exhausting spores instead.
When encountering another creature, Grezeimaen doesn't approach initially, instead observing the stranger while hidden or at a distance. While it might grow bolder and approach to examine or provoke another being, it prefers to avoid direct confrontation and is intelligent and stealthy enough to deftly avoid discovery. Its presence proves deadly enough, even without any further aggression, as those who Grezeimaen stalks eventually succumb to a lethal lethargy.
Alternative Abilities
The preceding stat block depicts how Grezeimaen behaves around its targets of observation. However, rumors abound that it grows more aggressive when it has finished its observations. In battle, Grezeimaen might unleash all the pent-up wrath of a creature trapped in a labyrinth for centuries. In that case, replace one or more of its abilities, especially observational abilities such as Gauge Potential, with one or more of the following abilities on a one-for-one basis.
Careless Block
Grezeimaen blocks the triggering Strike by snapping its sling or a stolen weapon into a blocking position. Damage is dealt to Grezeimaen's weapon first. If the weapon would be destroyed, excess damage is dealt to Grezeimaen.
Rain Blows
Grezeimaen strike||Strikes each creature within its reach, to a maximum of four Strikes (one for each available limb). It can make limb Strikes or weapon Strikes, including with ranged weapons, but can use each weapon only once. Each attack counts toward Grezeimaen's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.
Rapid Bombardment
Grezeimaen's sling becomes a reload 0||1|reload weapon instead of reload 1.
Smash and Grab
Grezeimaen stride||Strides up to twice its Speed. At the end of its movement, it can make a melee limb Strike. On a successful Strike, the creature becomes grabbed until the end of Grezeimaen's next turn.