Triple Threat: Grindylow

The bastard offspring of Grendel, grindylow can be found anywhere there is water. They appear in English folklore, but have long since spread outward and onward ever seeking new homes and new folks to devour. They have spindly limbs, extremely sharp teeth, and dangerous claws. The4y have the natural ability to blend into any water they find themselves even making themselves appear to be a puddle of algae or seaweed – until they jump out and try to drag you in anyways.

After the End/Any Campaign Setting…

ST: 7                HP: 12               Speed: 7.00
DX: 14              Will: 12              Move: 7 (Water Move 11)
IQ: 9                Per: 14              Weight: 150 lbs.
HT: 14              FP: 12            SM: 0
Dodge: 11        Parry: 12            DR: 7

Bite or Claw (16): 1d+2(2) cutting. Reach C-1. Treat as a weapon not a body part against non-iron weapons.
Drown (-): As long as the grindylow maintains contact with the subject they immediately begin to lose FP just as if they were drowning (p. B00). This is in addition to any other grappling effects!
Improvised Weapon (9): Base on Damage 1d+2/2d+2.
Grapple (16): Often to the neck to suffocate. Reach C. ST 18.

Traits: Amphibious; Appearance (Monstrous); Bad Temper (12); Bloodlust (12); Callous; Chameleon 5 (Watery areas only); Combat Reflexes; Controllable disadvantage (Invertebrate); Dark Vision; Doesn’t Breathe (Gills); Frightens Animals; Limited Camouflage (Water); Low TL (TL1); Nictating Membrane 7; Odious Personal Habits (Eats Children); Reduced Consumption 2 (Cast-Iron Stomach, -50%); Resistant to Metabolic Hazards (+3); Sadism (12); Speak Underwater (Interface Crossing); Speak With Animals (All aquatic); Uncontrollable Appetite (Human Flesh) (12); Weakness (Sunlight, 1d per minute; Variable).
Skills:Aquabatics-14; Brawling-16; Camouflage-12; Shadowing-12; Stealth-14; Swimming-16; Wrestling-16.
Notes: If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), the dybbuk inflicts a -3 on rolls.

For Dungeon Fantasy…

ST: 7                HP: 12                    Speed: 7.00
DX: 14              Will: 12                Move: 7 (Water Move 11)
IQ: 9                Per: 14                  Weight: 150 lbs.
HT: 14              FP: 12                   SM: 0
Dodge: 11        Parry: 12            DR: 7

Bite or Claw (16): 1d+2(2) cutting. Reach C-1. Treat as a weapon not a body part against non-iron weapons.
Drown (-): As long as the grindylow maintains contact with the subject they immediately begin to lose FP just as if they were drowning (p. B00). This is in addition to any other grappling effects!
Improvised Weapon (9): Base on Damage 1d+2/2d+2.
Grapple (16): Often to the neck to suffocate. Reach C. ST 18.

Traits: Amphibious; Appearance (Monstrous); Bad Temper (12); Bloodlust (12); Callous; Chameleon 5 (Watery areas only); Combat Reflexes; Controllable disadvantage (Invertebrate); Dark Vision; Doesn’t Breathe (Gills); Frightens Animals; Limited Camouflage (Water); Low TL (TL1); Nictating Membrane 7; Odious Personal Habits (Eats Children); Reduced Consumption 2 (Cast-Iron Stomach, -50%); Resistant to Metabolic Hazards (+3); Sadism (12); Speak Underwater (Interface Crossing); Speak With Animals (All aquatic); Uncontrollable Appetite (Human Flesh) (12); Weakness (Sunlight, 1d per minute; Variable).
Skills:Aquabatics-14; Brawling-16; Camouflage-12; Shadowing-12; Stealth-14; Swimming-16; Wrestling-16.
Notes: None.

For Monster Hunters…

ST: 7                HP: 12                    Speed: 8.00
DX: 16              Will: 12                Move: 8 (Water Move 11)
IQ: 9                Per: 14                  Weight: 150 lbs.
HT: 14              FP: 12                   SM: 0
Dodge: 11        Parry: 12            DR: 7

Bite or Claw (18): 1d+2(2) cutting. Reach C-1. Treat as a weapon not a body part against non-iron weapons.
Drown (-): As long as the grindylow maintains contact with the subject they immediately begin to lose 1d-1 FP just as if they were drowning (p. B00). This is in addition to any other grappling effects!
Improvised Weapon (11): Base on Damage 1d+2/2d+2.
Grapple (18): Often to the neck to suffocate. Reach C. ST 18.

Traits: Amphibious; Appearance (Monstrous); Bad Temper (12); Bloodlust (12); Callous; Chameleon 10 (Watery areas only); Combat Reflexes; Controllable disadvantage (Invertebrate); Dark Vision; Doesn’t Breathe (Gills); Frightens Animals; Limited Camouflage (Water); Low TL (TL1); Nictating Membrane 7; Odious Personal Habits (Eats Children); Reduced Consumption 2 (Cast-Iron Stomach, -50%); Resistant to Metabolic Hazards (+3); Sadism (12); Speak Underwater (Interface Crossing); Speak With Animals (All aquatic); Uncontrollable Appetite (Human Flesh) (12); Weakness (Sunlight, 1d per minute; Variable).
Skills:Aquabatics-14; Brawling-16; Camouflage-12; Shadowing-12; Stealth-14; Swimming-16; Wrestling-16.
Notes: Use the skills listed under Free Spirits in the Know Thy Enemy box in GURPS Monster Hunters 1: Champions (p. 16). Two to three grindylow  are appropriate fodder per champion; this goes to one to two if they are in water.
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