Gnorri CR 1/2
This creature has a newt-like head, a long tapering body that ends in a prehensile tentacle, and a variable number of arms.
Str 15, Dex 14, Con 13, Int 10, Wis 14, Cha 6
Base Atk +1; CMB +4; CMD 16 (can’t be tripped)
Feats Iron Will
Skills Bluff –2 (–4 with humanoids), Craft (alchemy) +6, Diplomacy –2 (–4 with humanoids), Heal +8, Knowledge (nature) +6, Perception +6, Sense Motive +2 (+0 with humanoids), Swim +14, Survival +6 (+7 tracking); Racial Modifiers –2 Bluff with humanoids, +2 Craft (alchemy), –2 Diplomacy with humanoids, +2 Heal, +2 Knowledge (nature), –2 Sense Motive with humanoids
Languages Common, Gnorri
SQ gnorri science, hard to discern, limb allocation (currently 3 arms), track +1, undersized weapons, wild empathy -1
Amorphous Entrails (Ex)
A gnorri’s internal organs shift and slither around, and are never in exactly the same place from one moment to another. As a result, they have a 25% chance to ignore additional damage caused by critical hits, sneak attacks, and precision-based damage.
This ability also grants gnorri immunity to damage caused by water pressure.
Gnorri have the aquatic subtype and can survive indefinitely on land.
Gnorri Science (Ex)
Gnorri are adept with poisons, and never risk accidentally poisoning themselves when applying poison to a weapon or using toxic materials when crafting alchemy.
Limb Allocation (Ex)
Gnorri can absorb or extrude their arms, although the process is somewhat painful and slow, and can only be performed once per day. A gnorri must concentrate for ten minutes to adjust the number of arms it currently has, during which time it is considered to be flat-footed. If its concentration is disrupted during this time, it must begin the process of limb allocation from the beginning, but it does not lose its once per day usage of this ability. A gnorri can’t attack with more than two arms during a full attack but can otherwise use a third or fourth hand normally (carrying shields, using items, etc.).
Added hands are always off-hand, even when making attacks of opportunity.
Two Arms: If a gnorri elects to have two arms, it can concentrate more of its muscle mass in those limbs and as a result gains a +2 bonus to its Strength.
Three Arms: If a gnorri elects to have three arms, it must allocate its muscle mass more evenly and gains no bonus to Strength, but neither is it forced to self-cannibalize its body to maintain a fourth arm, so it takes no additional penalty to its Constitution.
Four Arms: If a gnorri elects to have four arms, it must allocate additional muscle mass, flesh, bone, nerves, and circulatory system reserves to the fourth arm. It takes no penalty to its Strength score, but takes a –2 penalty to its Constitution as a result of overburdening its body.
Undersized Weapons (Ex)
Although gnorri are Large sized, their upper torsos are the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most gnorri).
Environment any ocean
Organization solitary, pair, patrol (3–7), or tribe (8–26)
Treasure NPC gear
Gnorri are amphibious Dreamlands entities that range in size from slightly larger than a human up to about twice as large. They weigh from 250 to 1,500 pounds.
They can function on land as well as in the sea. While some have two arms, many have three or four arms, and they can grow or retract these extra arms over time according to their current needs.
These amphibious beings are able to survive on both water and land, and carve out extensive grottos into rocky coastlands. Though they keep to themselves, they generally communicate and interact with other species in a friendly manner, and when they do have conflicts with other intelligent species, it is usually in the context of a war or a negotiation. Their extensive access to undersea treasures makes them desirable trading partners.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.