Grues are horrible creatures spawned in dark places within the Elemental Planes, the result of the taint of evil magic. Eager to leave their home planes at any opportunity, these creatures are prized by many wizards, for at the heart of each grue lies a pearl-like magic object the size of a fist, each carefully etched with the arcane workings of an elemental spell suitable for copying into a spellbook. This spell object’s origins lie in the grue’s own magical beginning, and is the only thing that remains of the creature if it is slain.
Grues
All four types of grues can be summoned by means of a summon monster III spell (the spell acquires the evil descriptor when so used, as well as the descriptor matching the elemental subtype of the summoned grue). Note that summoned creatures return to their home planes if killed on the Material Plane, so a summoned elemental grue slain on the Material Plane leaves no spell object behind.
Combat
An elemental grue’s natural attacks, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Elemental grues
Special Abilities
Spell Disruption (Su)
The very presence of an elemental grue interferes with spells that affect the grue’s associated element. Any spellcaster within 40 feet of a grue who casts a spell with the same descriptor as the grue’s element (air, earth, fire, or water) must succeed on a caster level check, DC 15 + spell level, or have the spell fail. Within the same area of any such spell currently in effect, a grue has a chance to dispel the effect as a swift action, as if casting a targeted dispel magic (caster level 10th).
Chaggrin
This strange creature resembles a mole the size of a hog, with long, filthy claws and beady, hate-filled eyes. It seems to be made of clumped soil and rock.
Chaggrins, or earth grues, are magical corruptions of earth and rock. They are hateful and violent creatures that dig and burrow for no other reason than to damage the element that spawned them, but they especially like to slake their dusty thirst with the blood of Material Plane creatures.
An earth grue is about 5 feet long and weighs almost 500 pounds. It can burrow though soil, earth, sand, rubble, or other loose material, but not through solid stone. Its voice sounds like rocks grinding together. Though they speak Terran, chaggrins are not talkative creatures.
Combat
Chaggrins like to lie buried in the ground, hoping to surprise foes passing overhead.
Chaggrin (earth grue)
Medium elemental (earth, evil, extraplanar)
Init +0; Senses darkvision, tremorsense 30 ft.; Perception +7
Defense
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 25 (3d8+12)
Fort +6, Ref +1, Will +1
Immune acid
Offense
Speed 30 ft., burrow 20 ft.
Melee 2 claws +6 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6, spell disruption
Statistics
Str 17, Dex 10, Con 16, Int 5, Wis 11, Cha 8
Base Atk +3; CMB +6; CMD 16
Feats Skill Focus (Perception), Toughness
Skills Perception +7, Stealth +4
Languages Terran
Morale resolute (+4)
Ecology
Environment Elemental Plane of Earth
Organization solitary
Harginn
A creature of lurid, darting flame dances and capers obscenely. Its shape and size are roughly humanoid, but its features shift and crackle like the leaping flames of a bonfire.
Harginns, or fire grues, are creatures of living flame corrupted by dark magic. Like other grues, they are malicious and destructive beings that delight in inflicting pain.
Fire grues speak Ignan, their voices rustling and crackling like flame as they taunt their foes with cruel jests and hateful laughter. A harginn is about 6 feet tall but weighs only 10 pounds (most of its substance is nothing but fire).
Combat
Harginns typically rush into melee, counting on their speed and agility to protect them while they battle wildly.
Harginn (fire grue)
Medium elemental (evil, extraplanar, fire)
Init +3; Senses darkvision; Perception +7
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defenses blur
Immune fire
Vulnerable cold
Offense
Speed 40 ft.
Melee slam +6 (1d4 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks spell disruption
Spell-like Abilities
- Constant—blur
- At will—30-ft. cone of fire (2d6, Reflex DC 11 half; 2nd level)
Statistics
Str 11, Dex 16, Con 12, Int 9, Wis 11, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +7, Perception +7
Languages Ignan
Morale resolute (+4)
Ecology
Environment Elemental Plane of Fire
Organization solitary
Ildriss
Some unseen force seems to hover in the surrounding air. Wild winds whip past, carrying dust, debris, and litter in their wake.
An ildriss, or air grue, is the product of an evil spell corrupting the substance of elemental air. It is a capricious and violent creature that rages constantly against its surroundings, trying its strength against any obstacle in its path or hurling items through the air from sheer spite. It most enjoys venting its anger against any Material Plane creature it encounters.
An air grue is normally invisible, but if rendered visible, it appears as a roiling cloud of dark vapor, its face marked by angry, ever-changing features. It speaks Auran, but it is more prone to simply scream in inchoate anger than attempt to communicate. An air grue is about 4 feet in diameter and weighs 10 pounds.
Combat
An ildriss uses its speed, maneuverability, and invisibility to best advantage in combat. Air grues like to race through an enemy’s ranks, striking foes at random to cause the most mayhem and uncertainty.
Ildriss (air grue)
Medium elemental (air, extraplanar, evil)
Init +3; Senses darkvision; Perception +7
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 13 (3d8)
Fort +1, Ref +6, Will +1
Defenses invisibility
Immune electricity
Offense
Speed fly 40 ft. (perfect)
Melee slam +6 (1d6+1)
Space 5 ft.; Reach 5 ft.
Statistics
Str 13, Dex 16, Con 10, Int 9, Wis 11, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +15, Perception +7, Stealth +7
Languages Auran
Morale resolute (+4)
Ecology
Environment Elemental Plane of Air
Organization solitary
Special Abilities
Invisibility (Su)
Air grues are naturally invisible, gaining total concealment.
Vardigg
This foul creature resembles a loose, frigid mass of tainted water encased in a dripping membrane. Streams and pseudopods of liquid flail away from its shapeless body, while dark malignant eyespots drift across its surface.
Vardiggs (or water grues) are brutish and cruel creatures created from the corruption of elemental water, and they systematically seek out and attack any other being that enters a body of water they have claimed as their own.
Vardiggs are about 4 feet in diameter and weigh about 400 pounds. When they bother to, they can speak Aquan in thick, burbling voices.
Combat
Vardiggs usually hide below the surface of a body of water, waiting to attack any who approach.
Vardigg (water grue)
Medium elemental (evil, extraplanar, water)
Init +XX; Senses darkvision; Perception +7
Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +1
Immune cold
Offense
Speed 30 ft., swim 60 ft.
Melee slam +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks water jet
Statistics
Str 14, Dex 12, Con 14, Int 7, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Perception +7, Stealth +5, Swim +14
Languages Aquan
Morale resolute (+4)
Ecology
Environment Elemental Plane of Water
Organization solitary
Special Abilities
Water Jet (Sp)
As a standard action, a water grue can create a powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 11 negates). A creature failing the saving throw is also knocked prone. This is the equivalent of a 2nd-level spell.