Glop Knight (3.5e Creature)

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Glop knight[edit]

Size/Type: medium ooze
Hit Dice: 1d8 (120 hp)
Initiative: +10
Speed: 20ft
Armor Class: 19, touch 19, flat-footed 21
Base Attack/Grapple: +10/+8
Attack: punch, slam, bite
Full Attack: punch x2, slam then bite
Space/Reach: 5ft/15ft
Special Attacks: glop spear, glop sword
Special Qualities: darkvision
Saves: Fort +19, Ref +7, Will +10
Abilities: Str 15, Dex 10, Con 10, Int 10, Wis 3, Cha 14
Skills:
Feats:
Environment: underground
Organization:
Challenge Rating: 7
Treasure: gold
Alignment: Lawful neutral
Advancement:
Level Adjustment:


'

A notch higher than the glop genie scout, the glop knight is very strong, and is a rather valued position in the colony. however, the additional strength also means more pressure. glop knights are very charismatic and can charm even elves. knights and their superiors are capable of speech, and they all speak common. each colony has a total of 50 knights. glop knights look much like their subordinates, except they wear armor fashioned out of stone and metal. this armor accompanied by there hp makes them difficult to kill. knights are chosen from outstanding scouts with iron wills. knights who are clever tacticians can possibly become generals.

Combat[edit]

Knights don't need to rely on teamwork to win battles. even so, teamwork is a crucial part of the glop genie society, and knights are capable of advanced skills that the scouts don't possess. for example, glop knights can transfom their arms into makeshift weapons. it is for this reason that glop knights keep their arms bare.

Glop Spear (Ex)

transforms it's arm into a spear.

Glop Sword (Ex)

transforms it's arm into a sword.



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