Gritaur (3.5e Creature)
From D&D Wiki
Gritaur | |
---|---|
Size/Type: | Medium Monstrous Humanoid |
Hit Dice: | 2d8 (11 hp) |
Initiative: | +1 |
Speed: | 40 feet, Fly 60 feet (Average) |
Armor Class: | 15 (+1 DEX, +2 Natural, +2 Leather), touch 11, flat-footed 14 |
Base Attack/Grapple: | +2/+5 |
Attack: | Short Spear +2 (1d6) or Short Bow +3 (1d6) or Claws +2 (1d4) or Tail +2 (1d4) |
Full Attack: | Short Spear +2 (1d6) and 2 Claws -3 (1D4) and 1 Tail -3 (1D4) |
Space/Reach: | 5 feet/5 feet |
Special Attacks: | — |
Special Qualities: | Low-light vision |
Saves: | Fort +4, Ref +4, Will +0 |
Abilities: | Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 10 |
Skills: | Listen +5, Spot +7, Hide +3, Knowledge (Nature) +2, Move Silently +3, Survival +4 |
Feats: | Pounce, Alertness |
Environment: | Temperate Mountains |
Organization: | Hunting party (1-6), Tribe/clan (6-36) |
Challenge Rating: | 1 |
Treasure: | Standard |
Alignment: | Usually Neutral |
Advancement: | 1-6 |
Level Adjustment: | +1 |
The hunting party lands around the group, bows and spears ready. "Why do you want to talk to us?" the leader asks.
See Gritaur race entry for more information.
Combat
Gritaur hunting partys prefer to avoid combat. If attacked they try to disengage while firing their bows. They fly or stick to the ground depending on what makes escape easier.
Gritaur bandits usually try to attack travellers on narrow mountain trails, preferably where they can knock non-flyers of a ledge.
If a whole tribe has to fight mothers and children try to flee while the rest fight a delaying action. Each tribe usually has at least one druid and sometimes 1-2 other mages or clerics.