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Legacy of the Dragons
Grynloc Medium Monstrous Humanoid Hit Dice: 3d8+6 (19 hp), dying/dead –2/–12 Initiative: +1 Speed: 40 feet AC: 15 (+1 Dexterity, +2 natural, +2 enhancement), touch 11, flat-footed 12 Base Attack/Grapple: +3/+3 Attack: Bite +3 melee (1d4) or staff +3 melee (1d6) Full Attack: Bite +3 melee (1d4) or staff +3 melee (1d6) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Spell-like abilities, spells, charm sets Special Qualities: Magic sight Saves: Fort +2, Ref +4, Will +7 Abilities: Str 11, Dex 13, Con 12, Int 17, Wis 13, Cha 12 Skills: Alchemy* +12, Concentration +5, Knowledge (magic)* +12, Knowledge (runes)* +12, Spellcraft* +12, Spot +7 Feats: Attune to Magic Item, Create Charm Set†B, Iron Will, Power of the Name Environment: Any land Organization: Solitary, pair, band (3–6 and 1 nystra), or clan (7–18 and 1–2 nystra and 1 milnystra) Challenge Rating: 2 Treasure: Standard Advancement: By character class Level Adjustment: +2 Grynlocs (also called gryhnlocks or even drynlocs in some older texts) sense magic the way other creatures sense light. In other words, where there is magic, they can see. Fortunately for them, the magic of the land extends almost everywhere. In ancient times, grynlocs were allies and companions of the mysterious crystal weavers (see Chapter Two of The Diamond Throne). A few, it is said, still retain the crystal weaving ability they learned from their long-lost companions. If true, they keep this secret to themselves. Nevertheless, the grynlocs are some of the best links that remain to the time when the crystal weavers roamed the land, and thus they know much about those ancient days. Most people look at grynlocs as the source for potent magical lore and, truth be told, this assumption is rarely wrong. Still, these creatures usually like to keep to themselves and avoid other peoples’ cities except in groups, and then only for short periods. Grynloc caravans are known to cross the land collecting and selling minor magical items and bits of lore. The grynlocs find themselves welcome in most places, although they never remain long enough to truly engender any trust from the locals.
Grynlocs are only vaguely humanoid. Their tall, lanky bodies stand just short of 7 feet. Their oddly angled legs are positioned well for speed. The flesh on a grynloc’s body runs from ivory to a dark, creamy brown. They have no hair, and their heads are long and angular. A typical individual weighs about 250 lbs. They cover themselves with magical charms and various fetish items (see “Charm Sets,” page 48). Despite their somewhat fierce appearance and strange manner of dress, grynlocs are gentle, peaceful creatures. They do not eat meat. They dislike fighting and those who make war, but they do what they must to defend themselves, their possessions, and their secrets. Rarely, a certain magic item or morsel of magical knowledge will corrupt a grynloc. Corrupted individuals become more aggressive, selfish, and belligerent. They are cast out from the clan and live their lives stealing magic items, books, and secrets wherever they can find them. Grynlocs live to be more than 200 years old, and some, enhanced by magic, enjoy far longer life spans. Their young are rare and are very fragile as well—most do not survive to adulthood. This keeps the grynloc population at a flat level. Chorrim (see Chapter Four of The Diamond Throne) hate grynlocs, and the feeling is quite mutual. Grynlocs still do not really know what to make of the faradians (see page 42), once their close allies. Grynlocs revere arcane rune manifests (see page 78) as near demigods and worship Vekik the Runegod in a very formal but secretive way—usually in hidden chapels or ancient stone circles atop lonely hills or in concealed caves. Traditionally, they enjoy the company of faen more than that the other major races. They like verrik the least, and sibeccai usually seem far too bestial and unpredictable for their tastes. Grynlocs speak their own extremely complex language (it is similar to Faradian, but not the same). Even though they “see” magic, they hear, feel, smell, and taste normally. The stats for the above grynloc assume it has a warding charm set activated. Grynlocs are never Unbound.
Combat Grynlocs retain a fairly powerful bite—a vestige of a much earlier time when they lived more primitive and savage lives. Many carry staves or daggers as weapons. However, in combat, they prefer to rely on their spell-like abilities and their charm sets. A common tactic is to use distraction, then animate their staff or dagger to fight for them while they back away. Most grynlocs would prefer not to fight; they always consider flight a viable option. They see no shame in prudence. *Skills (Ex): All grynlocs gain a +4 racial bonus to Alchemy, Knowledge (magic), Knowledge (runes), and Spellcraft.