Advertisement
Guest User

Wizard Lizard's Grue

a guest
Nov 17th, 2019
104
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.19 KB | None | 0 0
  1. Skill 16
  2. Stamina 24
  3. Initiative 3
  4. Armour 3
  5. Damage as Gigantic Beast
  6.  
  7. Mien: 1-Ravenous, 2-Vicious, 3-Patient, 4-Amused, 5-Confused, 6-Scared
  8.  
  9. Grues have the same relationship with living creatures that darkness has with light. It thrives in their absence, and is hurt by their mere existence if it's too close. They aren't really mean, just misunderstood. That's what they want you to believe, or even to ponder for a split-second while fiddling with your lighter. Just long enough that their massive jaws can snap your head off.
  10.  
  11. Special: grues can only exist in total darkness. Any light simply wipes them from existence - though they come back after a while. Whenever an adventure finds themselves in total darkness, draw initiative at a rate of about one chit (or card or whatever you're using) per long serious second once you've informed the players by stating "it is pitch black, you are likely to be eaten by a grue". Once you've drawn all the Grue's three initiative chits, it makes its move and attacks whoever is more likely to turn the lights back on first. Don't forget the unaware bonus since it's in the dark. It is seen as a pool of vaguely bird-like darkness by those gifted with darkvision.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement