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<blockquote data-quote="BOZ" data-source="post: 141381" data-attributes="member: 1241"><p>FOSSERGRIM</p><p>Medium-Size Fey (Water)</p><p>Hit Dice: 5d6+5 (22 hp)</p><p>Initiative: +7 (Dex, Improved Initiative)</p><p>Speed: 30 ft, swim 90 ft</p><p>AC: 23 (+3 Dex, +5 natural, +5 chain mail)</p><p>Attacks: Longsword +3 melee (x2)</p><p>Damage: Longsword 1d8+1</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Qualities: Aquatic fortification, water breathing touch, symbiosis</p><p>Saves: Fort +2, Ref +7, Will +6</p><p>Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 15, Cha 18</p><p>Skills: Escape Artist +8, Hide +8, Knowledge (any one) +5, Listen +9, Move Silently +6, Sense Motive +7, Spot +9, Swim +6, Wilderness Lore +9</p><p>Feats: Alertness, Dodge, Improved Initiative</p><p></p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Usually neutral (evil)</p><p>Advancement: 6-15 HD (Medium-Size)</p><p></p><p>Fossergrim are enchanted beings that live in waterfalls. They appear like ordinary humans and usually behave as rangers or druids. They are friendly unless they are attacked, or if someone tries to force them away from their waterfalls. Fossergrim make their homes in waterfalls in much the same way dryads bond with trees, and they never wander more than a mile away from their homes.</p><p> Fossergrim are randy creatures, and are particularly fond of human women. They like to seduce women who come to bathe in the pools near their waterfall, and have even been known to abduct maidens when no willing partner makes herself available. If the offspring of such a union is female, she will be a normal human save that she has the ability to breathe water. A male child will be a fossergrim although he will appear to be a normal human, but before reaching middle age he will be compelled to find a waterfall of his own.</p><p></p><p>COMBAT</p><p>Fossergrim tend to attack only hostile creatures or those who disturb their waterfalls and won't leave. The fossergrim will remain in the water during combat to gain the full benefits of its special connection to the waters.</p><p> Aquatic Fortification (Su): Fossergrim have an elemental connection to the waters of their waterfall and its surrounding area. So long as they remain in splashing waters they gain the benefits of the following powers:</p><p> Fast Healing 5;</p><p> Spell Resistance 30;</p><p> +8 to all attack rolls with their longswords, and twice as many attacks per round.</p><p> Water Breathing Touch (Su): Fossergrim breathe water and can pass this ability on to other beings. All creatures touching or being touched by a fossergrim are affected as by a water breathing spell for as long as contact persists.</p><p> Symbiosis (Su): Each fossergrim is mystically bound to a single waterfall and must never stray more than one mile from it. Any who do become ill and die within 1d4 days. A fossergrim's waterfall does not radiate magic.</p></blockquote><p></p>
[QUOTE="BOZ, post: 141381, member: 1241"] FOSSERGRIM Medium-Size Fey (Water) Hit Dice: 5d6+5 (22 hp) Initiative: +7 (Dex, Improved Initiative) Speed: 30 ft, swim 90 ft AC: 23 (+3 Dex, +5 natural, +5 chain mail) Attacks: Longsword +3 melee (x2) Damage: Longsword 1d8+1 Face/Reach: 5 ft by 5 ft/5 ft Special Qualities: Aquatic fortification, water breathing touch, symbiosis Saves: Fort +2, Ref +7, Will +6 Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 15, Cha 18 Skills: Escape Artist +8, Hide +8, Knowledge (any one) +5, Listen +9, Move Silently +6, Sense Motive +7, Spot +9, Swim +6, Wilderness Lore +9 Feats: Alertness, Dodge, Improved Initiative Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Usually neutral (evil) Advancement: 6-15 HD (Medium-Size) Fossergrim are enchanted beings that live in waterfalls. They appear like ordinary humans and usually behave as rangers or druids. They are friendly unless they are attacked, or if someone tries to force them away from their waterfalls. Fossergrim make their homes in waterfalls in much the same way dryads bond with trees, and they never wander more than a mile away from their homes. Fossergrim are randy creatures, and are particularly fond of human women. They like to seduce women who come to bathe in the pools near their waterfall, and have even been known to abduct maidens when no willing partner makes herself available. If the offspring of such a union is female, she will be a normal human save that she has the ability to breathe water. A male child will be a fossergrim although he will appear to be a normal human, but before reaching middle age he will be compelled to find a waterfall of his own. COMBAT Fossergrim tend to attack only hostile creatures or those who disturb their waterfalls and won't leave. The fossergrim will remain in the water during combat to gain the full benefits of its special connection to the waters. Aquatic Fortification (Su): Fossergrim have an elemental connection to the waters of their waterfall and its surrounding area. So long as they remain in splashing waters they gain the benefits of the following powers: Fast Healing 5; Spell Resistance 30; +8 to all attack rolls with their longswords, and twice as many attacks per round. Water Breathing Touch (Su): Fossergrim breathe water and can pass this ability on to other beings. All creatures touching or being touched by a fossergrim are affected as by a water breathing spell for as long as contact persists. Symbiosis (Su): Each fossergrim is mystically bound to a single waterfall and must never stray more than one mile from it. Any who do become ill and die within 1d4 days. A fossergrim's waterfall does not radiate magic. [/QUOTE]
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