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Gnorri What You See This creature has a newt-like head, a long tapering body that ends in a prehensile tentacle, and a variable number of arms CR 1/2 XP 200 Gnorri ranger N Large monstrous humanoid (aquatic) Init +2; Senses deepsight 120 ft (darkvision only underwater), low-light vision; Perception +6 DEFENSE AC 11, touch 9, flat-footed 11 (+2 Dex, –1 size) hp 12 (1d10+2) Fort +3, Ref +4, Will +4 Defensive Abilities amorphous entrails OFFENSE Speed 20 ft., swim 40 ft Melee gnorri longspear +3 (1d10+3/x3) or gnorri shardsword +3 (1d8+2/x3) Space 10 ft.; Reach ft (10 ft with gnorri longspear) Special Attacks favored enemy (aberrations +2) S TAT I S T I C S Str 15, Dex 14, Con 13, Int 10, Wis 14, Cha 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 arms), track +1, undersized weapons, wild empathy -1 ECO LO GY Environment any ocean Organization solitary, pair, patrol (3–7), or tribe (8–26) Treasure NPC gear SPECIAL ABILITIES Amorphous Entrails (Ex) A gnorri’s internal organs shift and slither around, and are never in exactly the same 344 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 Amphibious (Ex) Gnorri have the aquatic subtype and can survive indefinitely on land Gnorri Science (Ex) Gnorri gain a +2 racial bonus on all Craft (alchemy), Heal, and Knowledge (nature) checks 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 selfcannibalize 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) 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,

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