[Yet another Swords and Wizardry frog monster. In this case, all of its abilities are class abilities of core Pathfinder classes--flurry of blows, stunning fist, cleric spells. So after tinkering with making them a unique monster, I settled on just giving a grippli class levels. I’ve done that before a few times, most notably Emperor Kojark, so I feel like this isn’t too far outside the blog’s purview.]
“Glurm” is a word in the grippli language that loosely translates to “elder” or “sage”, with overtones of respect. These are grippli that have left their tribes to contemplate the mysteries of the universe. A few return to their tribe and act as leaders and advisors, but others remain peripatetic throughout their lives, occasionally gathering at sites of natural beauty to meditate and philosophize. Glurms believe in the importance of physical and mental perfection, and train their bodies through martial arts.
Glurms would usually rather talk than fight. When pressed to violence, they fight defensively, seeking to hinder foes with pinpoint unarmed strikes and then flee. They will fight to the death, however, to protect something that is dear to them, usually a sacred site or relic. Most glurms have collected a variety of magic items in their travels, and use them both in combat and to ransom their lives if defeated.
Glurm CR 5
XP 1,600
LG Small humanoid (grippli)
Grippli monk 3/cleric 3
Init +3; Senses darkvision 60 ft., Perception +3
Defense
AC 19, touch 18, flat-footed 15 (+1 size, +3 Dex, +1 dodge, +3 Wis, +1 armor)
hp 42 (6d8+12)
Fort +8, Ref +8, Will +10; +2 vs. enchantments
Defensive Abilities evasion, still mind
Offense
Speed 40 ft., climb 20 ft.
Melee unarmed strike +6 or +5/+5 (1d4+1)
Ranged masterwork sling +8 (1d3+1)
Special Attacks channel energy (positive, 3/day, 2d6, DC 11), flurry of blows
Spells CL 3rd, concentration +6 (+10 casting defensively)
2nd—bull’s strength, delay poison, resist energy
1st—divine favor, enlarge person, magic stone, sanctuary (DC 14)
0th—detect poison, light, resistance, stabilize
Domain abilities (6/day)—strength surge, touch of law
Domains—Law, Strength
Statistics
Str 12, Dex 16, Con 12, Int 8, Wis 17, Cha 10
Base Atk +4; CMB +5; CMD 22
Feats Combat Casting, Deflect Arrows (B), Dodge, Improved Unarmed Strike (B), Scorpion Style (B), Stunning Fist (B), Toughness
Skills Acrobatics +9 (+13 when jumping), Climb +9, Diplomacy +6, Heal +9, Knowledge (religion) +5, Sense Motive +9, Stealth +3 (+7 in marshes and forests), Swim +7; Racial Modifiers +4 Stealth in marshes and forests
Languages Common, Grippli
SQ aura (good, law), fast movement (+10 ft.), maneuver mastery, swamp stride
Gear cloak of resistance +1, bracers of armor +1, pearl of power (1st level), masterwork sling with 20 bullets, wand of cure light wounds (50 charges), potion of owl’s wisdom, potion of magic fang (x2), wooden holy symbol, 2 flasks holy water, 149 gp
Ecology
Environment warm forests or marshes
Organization solitary, commune (2-6) or tribe (1 plus 21-30 1st level grippli)