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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2734156" data-attributes="member: 2012"><p><strong>The Gruwaar, by Dean Poisso, revised for WoK. (See Dragon #317)</strong></p><p></p><p><span style="color: DarkOrange"><strong>GRUWAAR</strong></span></p><p><strong>Gruwaar, 1st-Level Warrior</strong></p><p><strong>Small Fey (Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20 ft. (4 squares); plus see text</p><p><strong>AC:</strong> 14, (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Claw +2 melee (1d3)</p><p><strong>Full Attack:</strong> 2 claws +2 melee (1d3)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits, spell-like abilities</p><p><strong>Special Qualities:</strong> Racial traits, darkvision 60 ft., quadrupedal movement</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will -2</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 10 (+0)</p><p><strong>Skills:</strong> Hide +7, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +2</p><p><strong>Feats:</strong> Alertness</p><p></p><p><strong>Continent/Region:</strong> Kanpur</p><p><strong>Environment:</strong> Temperate or warm forests, hills, and underground</p><p><strong>Organization:</strong> Solitary, pair, or family (2–6)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p><em>This wiry, muscular bipedal creature has a monkey-like body. Its face is a cross between a goblin and a cat. It has large, round eyes the color of hot steel, a large brow, and a maw filled with hideous canines. Its ears are long and pointed, jutting out from the creature’s head. The creature is covered with a fine, black fur, and its long arms end in clawed hands. The creature crouches on its long forelegs.</em></p><p></p><p>The gruwaar of Kulan are not native to the world or the Material Plane that the World of Kulan is a part of. They are considered extraplanar creatures (even those born on Kulan) and can be banished, which usually send them to wherever the Unseelie Court happens to be. However, some banished gruwaar end up on the Lower Outlands.</p><p></p><p>The gruwaar originally came to the World of Kulan when the drow first started to appear in the Underearth. They brought the gruwaar with them, as servants, but eventually the denizens of the Underearth rose up and exterminated the invading drow. However, not all of the servants of the drow were killed. Many were enslaved or exiled to the surface world.</p><p></p><p>The latter was the fate of the gruwaar.</p><p></p><p>Now, many centuries later, gruwaars are have flourished in the daylight realms found on the continent of Kanpur. They have spread from the Southwest into the Center Lands, then onto the Dark Continent, across into the Land of Fate, and finally to the Southeast and Indjiran Peninsula. However, they tend to live in dark places of Kanpur and many gruwaar can be found hidden deep within the Dark Jungle, as well as the forests and hills of the Southeast.</p><p></p><p>The gruwaar of Kanpur have changed a great deal since being stranded on Kulan. Many of them have shifted their way of life and evil tendencies towards a more neutral frame of mind. However, evil is still ingrained into their way of life, just not as heavily as under the rule of the drow. Thus, many gruwaars are drawn towards building friendships with elves, halflings, kitts, and the rakasta. And since most of races of Kulan have only heard of the drow in legends, they don’t have the same dislike for gruwaar as other members of their races do on other Material Planes.</p><p></p><p>Gruwaars hate morlocks and most of the other races that dwell in the Underearth. However, they feel a strange kinship with the duergar, as that race was the one that voted for the gruwaar to be banished to the surface world instead of being annihilated. This kinship has grown, as the duergar themselves have been forced to the surface by the faster-breeding morlocks. This friendship doesn’t endear the gruwaars to those races that despise the duergar (i.e. other dwarves, steam gnomes).</p><p></p><p>Gruwaars speak Dwarven, Sylvan, and Undercommon.</p><p></p><p><strong>Combat</strong></p><p>Gruwaars prefer to attack from a position of stealth, but are strong enough to go toe-to-toe with most opponents that are Small or smaller. They are nimble on their feet and use their Quadrupedal Movement ability to surprise opponents that think the gruwaar are to far away too reach them.</p><p></p><p>Most gruwaar that become adventurers attack with manufactured weapons, while more “rural” gruwaar tend to fight with just their claws.</p><p></p><p><em>Quadrupedal Movement</em> (Ex): Gruwaars wearing light armor or no armor at all, with light or no encumbrance, and without items in their hands, may drop to all fours and move at a Speed of 30 ft.</p><p></p><p><em>Spell-like Abilities</em>: 1/day — <em>disguise self</em>. Caster level: 1st.</p><p></p><p><em>Racial Traits</em> (Ex): Gruwaars have all the racial traits listed on page 26 of <span style="color: Red"><em>DRAGON Magazine #317</em></span>, in the article <em>"Xenophilia: 4 New Exotic Races"</em> by <em>Dean Poisso</em>.</p><p></p><p><em>Skills</em>: Gruwaars gain a +2 racial bonus on all Hide, move Silently, and Sleight of Hand checks.</p><p></p><p>The gruwaar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p><p></p><p><strong>Gruwaar Society</strong></p><p>Gruwaars don’t have much of a society, as they tend to be loners by design. However, the gruwaar living on the World of Kulan has had to adapt to life on the surface, for the most part. Some gruwaar still do live underground like their ancestors, but never deep enough to connect directly with the Underearth.</p><p></p><p>For the most, gruwaars live in the most hidden part of the continent of Kanpur. Deep in untamed forests, lost in the starkest hills, and hidden in the most remote caves and lost dungeons. However, many solitary gruwaars have learned to adapt to the city way of life, drawn to the cities of Kanpur so they can be near political intrigue.</p><p></p><p>When two gruwaars of the opposite sex find enough to keep them together, they will mate and form a small family, which stays together until the children are old enough to fend for themselves. Only rarely do the gruwaar parents have to force their children to leave, as young gruwaar have an insatiable need for adventure.</p><p></p><p><strong>Gruwaars as Characters</strong></p><p>Gruwaars favor the rogue class. Gruwaar also often choose the bandit *, fighter, scout, shadowsworn *, and spellthief classes. They often multiclass as fighter/rogues, bandit/rogues, bandit/fighters, bandit/scouts, scout/fighters, shadowsworn/rogues, and shadowsworn/spellthieves. *A class from <span style="color: Red"><em>The Book of Roguish Luck</em></span>. Gruwaars almost never take any sort of clerical class, but a rare few have been known to become druids.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2734156, member: 2012"] [b]The Gruwaar, by Dean Poisso, revised for WoK. (See Dragon #317)[/b] [COLOR=DarkOrange][B]GRUWAAR[/B][/COLOR] [B]Gruwaar, 1st-Level Warrior[/B] [B]Small Fey (Extraplanar)[/B] [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 20 ft. (4 squares); plus see text [B]AC:[/B] 14, (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] Claw +2 melee (1d3) [B]Full Attack:[/B] 2 claws +2 melee (1d3) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Racial traits, spell-like abilities [B]Special Qualities:[/B] Racial traits, darkvision 60 ft., quadrupedal movement [B]Saves:[/B] Fort +3, Ref +1, Will -2 [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 10 (+0) [B]Skills:[/B] Hide +7, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +2 [B]Feats:[/B] Alertness [B]Continent/Region:[/B] Kanpur [B]Environment:[/B] Temperate or warm forests, hills, and underground [B]Organization:[/B] Solitary, pair, or family (2–6) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Often neutral evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 [I]This wiry, muscular bipedal creature has a monkey-like body. Its face is a cross between a goblin and a cat. It has large, round eyes the color of hot steel, a large brow, and a maw filled with hideous canines. Its ears are long and pointed, jutting out from the creature’s head. The creature is covered with a fine, black fur, and its long arms end in clawed hands. The creature crouches on its long forelegs.[/I] The gruwaar of Kulan are not native to the world or the Material Plane that the World of Kulan is a part of. They are considered extraplanar creatures (even those born on Kulan) and can be banished, which usually send them to wherever the Unseelie Court happens to be. However, some banished gruwaar end up on the Lower Outlands. The gruwaar originally came to the World of Kulan when the drow first started to appear in the Underearth. They brought the gruwaar with them, as servants, but eventually the denizens of the Underearth rose up and exterminated the invading drow. However, not all of the servants of the drow were killed. Many were enslaved or exiled to the surface world. The latter was the fate of the gruwaar. Now, many centuries later, gruwaars are have flourished in the daylight realms found on the continent of Kanpur. They have spread from the Southwest into the Center Lands, then onto the Dark Continent, across into the Land of Fate, and finally to the Southeast and Indjiran Peninsula. However, they tend to live in dark places of Kanpur and many gruwaar can be found hidden deep within the Dark Jungle, as well as the forests and hills of the Southeast. The gruwaar of Kanpur have changed a great deal since being stranded on Kulan. Many of them have shifted their way of life and evil tendencies towards a more neutral frame of mind. However, evil is still ingrained into their way of life, just not as heavily as under the rule of the drow. Thus, many gruwaars are drawn towards building friendships with elves, halflings, kitts, and the rakasta. And since most of races of Kulan have only heard of the drow in legends, they don’t have the same dislike for gruwaar as other members of their races do on other Material Planes. Gruwaars hate morlocks and most of the other races that dwell in the Underearth. However, they feel a strange kinship with the duergar, as that race was the one that voted for the gruwaar to be banished to the surface world instead of being annihilated. This kinship has grown, as the duergar themselves have been forced to the surface by the faster-breeding morlocks. This friendship doesn’t endear the gruwaars to those races that despise the duergar (i.e. other dwarves, steam gnomes). Gruwaars speak Dwarven, Sylvan, and Undercommon. [B]Combat[/B] Gruwaars prefer to attack from a position of stealth, but are strong enough to go toe-to-toe with most opponents that are Small or smaller. They are nimble on their feet and use their Quadrupedal Movement ability to surprise opponents that think the gruwaar are to far away too reach them. Most gruwaar that become adventurers attack with manufactured weapons, while more “rural” gruwaar tend to fight with just their claws. [I]Quadrupedal Movement[/I] (Ex): Gruwaars wearing light armor or no armor at all, with light or no encumbrance, and without items in their hands, may drop to all fours and move at a Speed of 30 ft. [I]Spell-like Abilities[/I]: 1/day — [I]disguise self[/I]. Caster level: 1st. [I]Racial Traits[/I] (Ex): Gruwaars have all the racial traits listed on page 26 of [COLOR=Red][I]DRAGON Magazine #317[/I][/COLOR], in the article [i]"Xenophilia: 4 New Exotic Races"[/i] by [I]Dean Poisso[/I]. [I]Skills[/I]: Gruwaars gain a +2 racial bonus on all Hide, move Silently, and Sleight of Hand checks. The gruwaar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. [B]Gruwaar Society[/B] Gruwaars don’t have much of a society, as they tend to be loners by design. However, the gruwaar living on the World of Kulan has had to adapt to life on the surface, for the most part. Some gruwaar still do live underground like their ancestors, but never deep enough to connect directly with the Underearth. For the most, gruwaars live in the most hidden part of the continent of Kanpur. Deep in untamed forests, lost in the starkest hills, and hidden in the most remote caves and lost dungeons. However, many solitary gruwaars have learned to adapt to the city way of life, drawn to the cities of Kanpur so they can be near political intrigue. When two gruwaars of the opposite sex find enough to keep them together, they will mate and form a small family, which stays together until the children are old enough to fend for themselves. Only rarely do the gruwaar parents have to force their children to leave, as young gruwaar have an insatiable need for adventure. [B]Gruwaars as Characters[/B] Gruwaars favor the rogue class. Gruwaar also often choose the bandit *, fighter, scout, shadowsworn *, and spellthief classes. They often multiclass as fighter/rogues, bandit/rogues, bandit/fighters, bandit/scouts, scout/fighters, shadowsworn/rogues, and shadowsworn/spellthieves. *A class from [COLOR=Red][I]The Book of Roguish Luck[/I][/COLOR]. Gruwaars almost never take any sort of clerical class, but a rare few have been known to become druids. [/QUOTE]
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