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Greminar - mischievous grasshopper folk

Devon

First Post
I crossed a gremlin with a grasshopper using the Insectile template from Savage Species, and look what I got!

- Devon

GREMINAR
(Insectile Gremlin)
Tiny Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +10 (+ 6 Dex, +4 Improved Initiative)
Speed: 15 ft, climb 15 ft., fly 50 ft (good)
AC: 26 (+2 size, +6 Dex, +8 natural)
Attacks: Bite +12 melee
Damage: Bite 1d4-1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Damage reduction 10/+1, SR 16, darkvision 60 ft, tremorsense, wide vision
Saves: Fort +1, Ref +10, Will +6
Abilities: Str 8, Dex 22, Con 10, Int 12, Wis 14, Cha 11
Skills: Bluff +6, Hide +13, Listen +13, Move Silently +13, Spot +12
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or pack (1-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)

Greminars are insectoid versions of gremlins: tiny, winged humanoids, vaguely related to goblinoids. Greminars are imp-like and mischevous magical creatures, with several traits in common with grasshoppers.

Greminars have two legs and six arms, large antennae for hearing, large "ears" jutting out of the sides of their heads, narrow and wide multifaceted eyes like a grasshopper's, thick glossy beetle-like wings, and a mottled and bumpy olive-colored chitinous exoskeleton. Greminars are cowards and do not fight, but they love to cause trouble. Making people angry and humiliated makes a greminar happy. Their favorite trick is to set traps that cause their victims to damage their own prized possessions or hurt loved ones or maybe even themselves. They like to pick a particular building to infest and promptly set up tripwires and other traps throughout, and stay until everything of value is broken and the inhabitants have fled.

Greminars are believed to have originated on an unknown plane, probably by mutating and interbreeding monstrous insectoids with goblinoids. They have a highly organized social order, and stick to a strict system of social rank.

COMBAT

Greminars are practically worthless in combat, and flee rather than fight. They will bite, and attempt to fly away close to the ground, or over their opponents' heads.

Tremorsense (Ex): A greminar can automatically sense the location of anything within 60 feet that is in contact with the ground.

Wide Vision (Ex): Because its multiple, facted eyes provide a wide angle of vision, a greminar has a +4 racial bonus on Spot checks and cannot be flanked.

Skills: Greminars receive a +8 racial bonus to Listen checks, due to their sensitive antennae.

GREMINAR CHARACTERS
A greminar characters' preferred class is rogue. Some become druids or clerics, but most take advantage of their high Dexterity scores and climbing abilities by advancing as rogues.

A Greminar's ECL is +5
 
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Psychotic Jim

First Post
I like this. You might want to give it a few ranks in Craft (trap-making) if it is known for making traps, though. Also, other than physically, how are they different from normal gremlins?
 

Devon

First Post
There are a few insectile traits: wide vision, tremorsense, flight, improved armor.

Good idea about the trapmaking.

- Devon
 

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