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<blockquote data-quote="Beefermatic" data-source="post: 9806534" data-attributes="member: 6670757"><p><strong><span style="font-size: 18px">Grassrunner</span></strong></p><p><em>A wiry green figure darts into view—no larger than a halfling, yet impossibly swift. Long grass-colored limbs, oversized twitching ears, and glossy black eyes give it a wild, alert look.</em></p><p><strong>CR 3</strong></p><p>XP 800</p><p>CN Small fey (spring, summer)</p><p><strong>Init</strong> +10; <strong>Senses</strong> low-light vision, darkvision 30 ft., keen senses; <strong>Perception</strong> +4</p><p><strong>DEFENSE</strong></p><p><strong>AC</strong> 20, touch 17, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +1 size, +1 armor) (+4 mobility vs AoO)</p><p><strong>hp</strong> 17 (5d6)</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +13, <strong>Will</strong> –1</p><p><strong>Defensive Abilities</strong> reflexive evasion, reflexive reaction, evasion; <strong>Immune</strong> fatigue; <strong>DR</strong> 1/ cold iron (<em>haunted fey aspect);</em> <strong>SR: </strong>11</p><p><strong>OFFENSE</strong></p><p><strong>Speed</strong> 100 ft., run ×5; sprint 1000 ft(see below)</p><p><strong>Melee</strong> slimleaf dagger +11 (1d3–1/18–20)</p><p><strong>Ranged</strong> throwing dart +11 (1d3–1/19–20)</p><p><strong>Special Attacks</strong> sprint (1/minute), skittish instincts, First Strike</p><p><strong>Spell-Like Abilities</strong> (CL 5th; concentration +3)</p><p>• <strong>Constant</strong> — <em>haunted fey aspect </em>(automatically returns the following round if depleted the round before)</p><p><strong>• At will</strong> — <em>longstrider</em> (self only)</p><p><strong>• 3/day</strong> — <em>expeditious retreat</em> (self only)</p><p><strong>• 1/day</strong> — <em>haste</em> (self only)</p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 8, <strong>Dex</strong> 21, <strong>Con</strong> 12, <strong>Int</strong> 9, <strong>Wis</strong> 7, <strong>Cha</strong> 9</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +0; <strong>CMD</strong> 20 (24 vs attacks of opportunity)</p><p><strong>Feats</strong> Dodge, Endurance, Lightning Reflexes, Mobility, Run, Spring Attack</p><p><strong>Skills</strong> Acrobatics +16, Bluff +3, Diplomacy +3, Escape Artist +11, Knowledge (nature) +3, Stealth +13, Survival +2</p><p><strong>Languages</strong> Common, Sylvan</p><p><strong>SPECIAL ABILITIES</strong></p><p><strong>Fey Finesse (Ex)</strong></p><p>A grassrunner treats its Dexterity modifier instead of Strength on attack rolls made with light melee weapons or light thrown weapons.</p><p><strong>First Strike (Ex)</strong></p><p>Grassrunners gain +2 on Initiative checks and any Grassrunner who has higher Initiative than his opponents may make an extra melee attack as part of a move action on the first round of combat.</p><p><strong>Reflexive Reaction (Ex)</strong></p><p>Once per round when targeted by an attack (before the attack roll result is known), a grassrunner may attempt a Reflex save (DC = attacker’s attack roll), if successful, it moves 10 ft. as an immediate action, without provoking attacks of opportunity. This movement occurs before resolving the triggering attack.</p><p><strong>Reflexive Evasion (Ex)</strong></p><p>A grassrunner may substitute a Reflex save in place of CMD against attempts to trip, grapple, bull rush, or reposition it.</p><p><strong>Evasion (Ex)</strong></p><p>A grassrunner ignores any secondary effects or damage on a successful Reflex saving throw</p><p><strong>Skittish Instincts (Ex)</strong></p><p>If shaken or frightened, the grassrunner gains a +2 dodge bonus to AC and +10 ft. enhancement bonus to its speed rather than taking penalties.</p><p><strong>Sprint (Ex)</strong></p><p>Once per minute, a grassrunner may move up to 10× its base speed (1,000 ft.) as a full-round action.</p><p>It may make one attack at any point during this movement.</p><p><strong>Too Quick to Think (Ex)</strong></p><p>A grassrunner gains a +2 morale bonus on initiative checks and Reflex saves, but takes a –2 penalty on Will saves and Knowledge checks.</p><p><strong>ECOLOGY</strong></p><p><strong>Environment</strong> temperate plains, meadows, orchard edges</p><p><strong>Organization</strong> solitary, pair, run (3–10), or court-bond (12–30)</p><p><strong>Treasure</strong> incidental</p><p><strong>DESCRIPTION</strong></p><p>Grassrunners are slender, swift fey that straddle the youthful joy of Spring and the bold vitality of Summer. With leaf-colored skin, long twitching ears, and glossy black eyes, they move with restless energy and talk with bold confidence.</p><p>At a glance, they seem clever, cunning, and fearless—but prolonged interaction reveals a naïve worldview, impulsive behavior, and overconfidence bordering on reckless stupidity. Still, their enthusiasm and fiery spirit make them beloved messengers and scouts among the fair folk.</p><p><strong>COMBAT</strong></p><p>In combat Grassrunners are highly confident, believing they're almost untouchable. They relish combat against slow foes and press their advantage to the limits using haste, longstrider and haunted fey aspect to move in and out of combat in a blur. They'll use their Sprint and Spring Attack abilities to rush by foes, slash and keep moving, chipping foes down bit by bit. All the while going on and on about how inferior their opponent is, mocking their opponent's missed attacks and playing with foes to the point of stupidity.</p><p>They'll rely almost entirely on their fast movements, Dodge, Reflexive Evasion and Evasion special abilities in order to keep them safe, with only meager leather armor, and their haunted fey aspect to help them avoid direct damage.</p><p>They are fragile creatures however, despite their bravado, once struck hard, Grassrunners are the first to flee, using Expeditious Retreat to boost their speed further they'll flee as fast and as far as possible, preferring to run than die. They'll act the victim if caught and cry, beg and plead for their lives. Completely reactive they may look like elves and speak with a modicum intelligence but in truth they're more like goblins than elves in mindset: cowardly, emotional, smug, overconfident and at times, violent.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9806534, member: 6670757"] [B][SIZE=5]Grassrunner[/SIZE][/B] [I]A wiry green figure darts into view—no larger than a halfling, yet impossibly swift. Long grass-colored limbs, oversized twitching ears, and glossy black eyes give it a wild, alert look.[/I] [B]CR 3[/B] XP 800 CN Small fey (spring, summer) [B]Init[/B] +10; [B]Senses[/B] low-light vision, darkvision 30 ft., keen senses; [B]Perception[/B] +4 [B]DEFENSE AC[/B] 20, touch 17, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +1 size, +1 armor) (+4 mobility vs AoO) [B]hp[/B] 17 (5d6) [B]Fort[/B] +1, [B]Ref[/B] +13, [B]Will[/B] –1 [B]Defensive Abilities[/B] reflexive evasion, reflexive reaction, evasion; [B]Immune[/B] fatigue; [B]DR[/B] 1/ cold iron ([I]haunted fey aspect);[/I] [B]SR: [/B]11 [B]OFFENSE Speed[/B] 100 ft., run ×5; sprint 1000 ft(see below) [B]Melee[/B] slimleaf dagger +11 (1d3–1/18–20) [B]Ranged[/B] throwing dart +11 (1d3–1/19–20) [B]Special Attacks[/B] sprint (1/minute), skittish instincts, First Strike [B]Spell-Like Abilities[/B] (CL 5th; concentration +3) • [B]Constant[/B] — [I]haunted fey aspect [/I](automatically returns the following round if depleted the round before) [B]• At will[/B] — [I]longstrider[/I] (self only) [B]• 3/day[/B] — [I]expeditious retreat[/I] (self only) [B]• 1/day[/B] — [I]haste[/I] (self only) [B]STATISTICS Str[/B] 8, [B]Dex[/B] 21, [B]Con[/B] 12, [B]Int[/B] 9, [B]Wis[/B] 7, [B]Cha[/B] 9 [B]Base Atk[/B] +2; [B]CMB[/B] +0; [B]CMD[/B] 20 (24 vs attacks of opportunity) [B]Feats[/B] Dodge, Endurance, Lightning Reflexes, Mobility, Run, Spring Attack [B]Skills[/B] Acrobatics +16, Bluff +3, Diplomacy +3, Escape Artist +11, Knowledge (nature) +3, Stealth +13, Survival +2 [B]Languages[/B] Common, Sylvan [B]SPECIAL ABILITIES Fey Finesse (Ex)[/B] A grassrunner treats its Dexterity modifier instead of Strength on attack rolls made with light melee weapons or light thrown weapons. [B]First Strike (Ex)[/B] Grassrunners gain +2 on Initiative checks and any Grassrunner who has higher Initiative than his opponents may make an extra melee attack as part of a move action on the first round of combat. [B]Reflexive Reaction (Ex)[/B] Once per round when targeted by an attack (before the attack roll result is known), a grassrunner may attempt a Reflex save (DC = attacker’s attack roll), if successful, it moves 10 ft. as an immediate action, without provoking attacks of opportunity. This movement occurs before resolving the triggering attack. [B]Reflexive Evasion (Ex)[/B] A grassrunner may substitute a Reflex save in place of CMD against attempts to trip, grapple, bull rush, or reposition it. [B]Evasion (Ex)[/B] A grassrunner ignores any secondary effects or damage on a successful Reflex saving throw [B]Skittish Instincts (Ex)[/B] If shaken or frightened, the grassrunner gains a +2 dodge bonus to AC and +10 ft. enhancement bonus to its speed rather than taking penalties. [B]Sprint (Ex)[/B] Once per minute, a grassrunner may move up to 10× its base speed (1,000 ft.) as a full-round action. It may make one attack at any point during this movement. [B]Too Quick to Think (Ex)[/B] A grassrunner gains a +2 morale bonus on initiative checks and Reflex saves, but takes a –2 penalty on Will saves and Knowledge checks. [B]ECOLOGY Environment[/B] temperate plains, meadows, orchard edges [B]Organization[/B] solitary, pair, run (3–10), or court-bond (12–30) [B]Treasure[/B] incidental [B]DESCRIPTION[/B] Grassrunners are slender, swift fey that straddle the youthful joy of Spring and the bold vitality of Summer. With leaf-colored skin, long twitching ears, and glossy black eyes, they move with restless energy and talk with bold confidence. At a glance, they seem clever, cunning, and fearless—but prolonged interaction reveals a naïve worldview, impulsive behavior, and overconfidence bordering on reckless stupidity. Still, their enthusiasm and fiery spirit make them beloved messengers and scouts among the fair folk. [B]COMBAT[/B] In combat Grassrunners are highly confident, believing they're almost untouchable. They relish combat against slow foes and press their advantage to the limits using haste, longstrider and haunted fey aspect to move in and out of combat in a blur. They'll use their Sprint and Spring Attack abilities to rush by foes, slash and keep moving, chipping foes down bit by bit. All the while going on and on about how inferior their opponent is, mocking their opponent's missed attacks and playing with foes to the point of stupidity. They'll rely almost entirely on their fast movements, Dodge, Reflexive Evasion and Evasion special abilities in order to keep them safe, with only meager leather armor, and their haunted fey aspect to help them avoid direct damage. They are fragile creatures however, despite their bravado, once struck hard, Grassrunners are the first to flee, using Expeditious Retreat to boost their speed further they'll flee as fast and as far as possible, preferring to run than die. They'll act the victim if caught and cry, beg and plead for their lives. Completely reactive they may look like elves and speak with a modicum intelligence but in truth they're more like goblins than elves in mindset: cowardly, emotional, smug, overconfident and at times, violent. [/QUOTE]
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