Grummok, Gargoyle Assassin (Updated 2/26/04) Epic Grummok 3.5

I just read Gruumok again and it Rocks !!!

Fair play to ya BLACKDIRGE, this Grummok story is excellent. I just read it again from start to finish all in one go and I was totally captivated. It is by far your best work to date, IMHO. I am well looking forward to your new Epic Grummok story. Will you be posting it on this thread or will you start another in the Story Hour Board ? Cheers !:D
 

log in or register to remove this ad




Here is Grummok as he appears in An Assassin's Tale. His stats have been updated for 3.5.

**********************************************

Grummok

Gargoyle Rogue 10/Assassin 16
Medium Monstrous Humanoid
Hit Dice: 4d8+24 plus 26d6+156 (321 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares), fly 120 ft. (perfect)
AC: 41 (+13 Dex, +4 natural, +9 armor, +5 ring), touch 28, flatfooted 41
Base Attack/Grapple: +20/+27
Attack: +6 keen distance returning fleshgrinding dagger +39 melee (1d4+13/17-20 x2) or claw +33 melee (1d4+7)
Full Attack: +6 keen distance returning fleshgrinding dagger +37/+32/+27 melee (1d4+13/17-20 x2) and +5 flaming burst dagger +36/+31/+26 melee (1d4+8 plus 1d6 fire/19-20 x2), or 2 claws +33 melee (1d4+7) and bite +25 melee (1d6+3) and gore +25 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death attack, poison use, sneak attack +13d6, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., evasion, hide in plain sight, improved uncanny dodge, freeze, slippery mind, trap sense +3, uncanny dodge, +8 save against poison
Saves: Fort +21, Ref +29, Will +14
Abilities: Str 24, Dex 36, Con 22, Int 23, Wis 14, Cha 14
Skills: Balance +33, Bluff +22, Climb +27, Craft (poison making) +20, Diplomacy +23, Disable Device +27, Disguise +11, Escape Artist +19, Gather Information +23, Hide +41, Intimidate +16, Jump +27, Knowledge (anatomy) +16, Listen +19, Move Silently +36, Open Lock +31, Search +20, Sense Motive +21, Spot +19, Tumble +57
Feats: Multiattack, Exotic Weapon Proficiency (garrote), Improved Flight, Improved Initiative, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Weapon Expertise, Weapon Finesse (dagger); Epic: Dexterous Will, Improved Death Attack, Two Weapon Rend
Environment: Underground
Organization: Solitary
Challenge Rating: 32
Alignment: Neutral (Evil)
Possessions: armor of perfect freedom, boots of swiftness, +2 wire garrote, belt of giant strength +6, +6 keen distance fleshgrinding dagger, +5 fiery burst dagger, ring of protection +5, head band of intellect +6, epic gloves of dexterity +10, ring of major elemental protection (fire), amulet of the zephyr

Assassin Spells Known (5/5/4/4; DC =16+spell level): 1st – disguise self, jump, obscuring mist, true strike; 2nd – alter self, cat’s grace, invisibility, pass without trace; 3rd – amorphous form, deep slumber, magic circle against evil, nondetection; 4th – dimension door, freedom of movement, greater invisibility, poison.

Freeze (Ex): Grummok can hold himself so still that he appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice Grummok is really alive.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Grummok takes no damage with a successful saving throw.

Death Attack (Ex): If Grummok studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Grummok's choice). A victim who fails his or her Fortitude saving throw (DC 33) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.
Poison Use: Grummok is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

Uncanny Dodge (Ex): Grummok retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

Improved Uncanny Dodge (Ex): Grummok can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks.

Slippery Mind (Ex): This ability represents the Grummok’s ability to wriggle free from magical effects that would otherwise control or compel him. If Grummok is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.


Grummok’s Unique Items:

Armor of Perfect Freedom: This black spider silk jerkin was awarded to Grummok on his ascendance to guild master. A gift from Matron Mother Kezekia Tormtor, the armor was specially designed for Grummok, created to accent his already fearsome combat prowess. The armor acts as +6 silenced, shadowed spider silk armor. In addition it has no maximum dexterity bonus.

Amulet of the Zephyr: Forged of platinum in the shape of two feathered wings, this amulet increased the maneuverability class of any flying creature by one.


Twenty years after his ascendance to guildmaster of assassins, Grummok is one of the most feared creatures in Erelhei-Cinlu. Although he rarely handles assassinations personally, he has been known to venture from the safety of the guild house at the bequest of the matron mothers or to settle a personal vendetta.

When outside of the guild house, Grummok will often disguise himself as a drow warrior, thereby allowing him to blend easily into the crowded streets of Erelhei-Cinlu, and avoid detection by his many enemies. He typically uses the name of Hedrazsh in his drow disguise, and has even established a reputation as a skilled mercenary for his alter ego.

In truth, much of the excitement and danger of Grummok’s youth has been passed on to a younger, more ambitious generation of assassins. The guildmaster finds that most of his days are filled with tedious boredom, as he assigns contracts to underlings and meets with distinguished members of Erelhei-Cinlu nobility. On the rare occasions that he can find any time for himself, Grummok will retreat to his manse, a well-appointed tower in the center of Erelhi-Cinlu’s Ghetto of Artisans. There he dwells among the memories of a more troubling time, reflecting on his past and gauging the outcome of his future.

Appearance & Tactics

Grummok is short for a gargoyle, barely topping six feet in height. He is less grotesque than most of his kind, but still displays the savage claws and teeth, as well as a spiraling pair of horns, found in all members of his race. Over the years, Grummok has learned to control the natural savagery and bloodlust infamous among gargoyles, and has learned that a cultured tongue and a keen mind are sometimes more effective than tearing fangs and ripping claws.

Most who encounter Grummok in a violent situation never even see him, much less find time to react to his presence. He is a master of assassination, with the ability to slip in and out of the most heavily guarded fortification without detection. Grummok’s victims will often realize they are under attacked, only after the assassin’s dagger has struck home.

If forced into a more direct confrontation, Grummok is more than capable of defeating all but the most skilled warriors in melee. His prowess with his daggers, in addition to his arsenal of magical equipment, make all but unstoppable. Of course flight is always an option for the less than honorable assassin, and Grummok’s wings and spells serve him well should he ever need to leave a dangerous situation quickly.
 


Ditto my previous post from a few months back. Is there a place to store the story hours that are ended? This is one I'd sure like to see saved.

GW
 



Remove ads

Top