Wednesday, February 13, 2019

Demon, Greruor (Frog Demon)

Demon, Greruor (Frog Demon)
CR 10                                                                                                             XP: 9,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., see invisibility; Perception +29
AC 27, touch 15, flat-footed 24 (-1 size, +12 natural, +3 deflection, +3 Dex)
HP 115 (10d10+60)
Fort +13, Ref +10, Will +5
DR 10/good; Immune electricity, poison; SR 21; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee bite +16 (2d6+7) or tongue +16 (grab) or ranseur +16/+11 (2d6+10/x3)
Space 10 ft.
Special Attacks acid and fire spittle
Spell-Like Abilities (CL 10th) Constant—see invisibility At will—confusion (DC 18), deeper darkness, hold person (DC 16), detect good, shatter (DC 15) 2/day—blasphemy (DC 21) 1/day—summon (level 9, 1 greruor 35%)
During Combat In combat, they stand on their hind legs and attack with their ranseur. The greruor’s flesh is greenish-brown mottled with red or gray. Its skin constantly oozes and secretes a thick, mucus-like clear slime that is slick to the touch. Greruors enjoy combat and seek it wherever they can find it. Normally they rely on their natural attacks, spittle, and weapons to fell opponents. If outmatched, they use confusion to disorient opponents, followed closely by shatter. Grabbed opponents are often held in the mouth of one greruor while another stabs the victim with its ranseur.
Str 24, Dex 17, Con 22, Int 14, Wis 14, Cha 16
Base Atk +10; CMB +18; CMD 34
Feats Alertness, Cleave, Improved Initiative, Improved Sunder, Power Attack
Skills Acrobatics +3, Climb +20, Escape Artist +24, Intimidate +16, Knowledge (planes) +15, Perception +29, Sense Motive +21, Stealth +12, Survival +15
  Racial Modifiers +8 Escape Artist, +8 Perception, +20 Acrobatics to jump
Languages Abyssal, Common; telepathy 100 ft.
Gear ranseur
Acid and Fire Spittle (Ex) Once every 1d4 rounds, a greruor can spit a 30-ft. long line of acid that deals 4d4 points of acid damage. On the greruor’s next turn, the acid ignites and the opponent bursts into flames taking 1d6 points of fire damage per round until extinguished. A successful DC 21 Reflex save halves the acid damage and prevents the creature from catching fire. The save DC is Constitution-based.
This creature appears as a massive, squat and bloated frog-like creature with arms in place of its forelegs. Two large horns protrude above deep sunken eyes.
Greruors serve in the infernal armies of several demon lords, particularly Tsathogga. They are strong, powerful, and brutal demons that delight in inflicting pain on others. They are extremely loyal and follow orders without question. Some greater demons, like nalfeshnees and glabrezus, relish the flesh of greruors’ legs and often organize hunting parties to track and slay the frog demons. The greruors however are not the weak-minded brutes they appear to be and often win such confrontations using their deadly ranseurs and their large numbers to turn back their opponents.
A greruor appears as a massive, squat, bloated, frog-like demon with arms in place of its forelegs. Its wide, frog-like head has two 3-foot long horns protruding just above its deep, sunken eyes. It moves by hopping on its rear legs. Its arms end in talons which are usually clutched around the greruor’s deadly ranseur. Its huge mouth sports razor-sharp teeth of a dull gray color. The greruor stands about 8 feet tall when on all fours.
Copyright Notice
Author Scott Greene

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