AC 16 (natural armor)
HP 93 (11d8 + 44; bloodied 46)
Speed 40 ft., climb 30 ft.
Initiative Dex +5 (15), Insight +2 (12), Perception +5 (15)
Proficiency +3; Maneuver DC 16
Saving Throws Str +3, Dex +8, Con +4, Int -2, Wis +2, Cha -2
Skills Perception +5, Stealth +8
Damage Immunities psychic
Senses passive Perception 15
Languages —
Psionic Hunter. The gruhnka hunter has advantage on saving throws against psionic effects.
Track, Follow, Kill. The gruhnka hunter ignores difficult terrain when moving in the direction of prey marked by its Eyes of the Hunter ability.
Psionic Mutation. Gruhnka hunters mutate when they devour psionic energy. They are found with one Psionic Mutation (see Table: Psionic Mutations).
ACTIONS
Multiattack. The gruhnka hunter attacks twice with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 2) slashing damage and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing.
BONUS ACTIONS
Eyes of the Hunter (1/Day). The gruhnka hunter chooses a creature that it can see. The creature is marked as prey until the end of the encounter. When attacking this prey, the gruhnka hunter receives a +2 bonus to attack and deals an additional 1d6 piercing damage. A creature remains marked in this way until either it or the gruhnka hunter are incapacitated, dies, or either ends their turn out of line of sight from the other.
REACTIONS
Devour and Adapt. If a gruhnka reduces a creature to 0 hit points, they manifest a new power if the creature was a psionic user or had a psionic equipment (see table “Psionic Mutations”). The gruhnka hunter increases its challenge rating by 1 for each additional Psionic Mutation.
1 | The gruhnka hunter’s mouth grows much larger. It can make an additional bite attack as part of its Multiattack. |
2 | The gruhnka hunter’s claws are now embedded with elemental energy, dealing 1d8 damage of the resulting type. Roll 1d4 to determine the damage type: 1—fire, 2—cold, 3—electric, 4— acid. |
3 | The gruhnka hunter grows an extra pair of eyes from a set of antennas. It gains the following action: Psionic Ray. Ranged Attack, +8 to hit, reach 30ft., one target. Hit: 1d12+2 psychic damage. |
4 | The gruhnka hunter’s muscles become stronger. It receives a +2 bonus to attack and damage and 20 temporary hit points. |
5 | The gruhnka hunter’s blood mutates, giving it a fast regeneration cycle. The gruhnka regains 10 hit points at the start of its turn. If the gruhnka hunter takes acid or fire damage, this trait doesn’t function on its next turn. The gruhnka hunter dies only if it starts its turn with 0 hit points and doesn’t regenerate. |
6 | The gruhnka hunter grows a long set of spikes out of its spine. It gains the following action: Spikes. The gruhnka hunter fires spikes in a 15-foot cone. Each creature in the area makes a Dexterity saving throw against the gruhnka’s maneuver DC, taking 24 (6d6) piercing damage on a failure or half damage on a success. |
Legends and Lore
With a Science or Survival check, characters can learn the following:
DC 10 Gruhnkas hunt psionic creatures, but may kill everything on its path during the hunt.
DC 15 These creatures can develop new powers after feeding on strong psionic energy.
DC 20 Gruhnkas live in society and usually are found in packs. They rely on a monarch to keep the colony organized and focused.
Voidrunners are often experienced adventurers with powerful weapons and strange psionic powers—but those powers might be their doom when facing one or more gruhnka. These lizard-like humanoids can be found all around the galaxy on dangerous planets with killing atmospheres. They start their lives as seemingly innocent tadpoles that feed on psionic powers, and develop their bodies and abilities as they drain psionic creatures and devices. They reach adulthood as large humanoids with bodies mutated that resemble lizards and humans alike.
1–2 Waiting in ambush
3 Looking for its colony
4 A tracker, following a much more powerful psionic user
1 Gadgets and equipment that rely on psionic energy start to malfunction
2 Creatures have strong headaches and a constant feeling of something lurking
3 Several living creatures are found, their eyes lifeless and lost
4 Tracks of a two-legged creature that change to those of a three-legged one
Gruhnkas can adapt to any environment and seek out craters and isolated areas, making them extremely difficult to deal with in any habitable planet.
CR 0-2 1d4 + 1 tadpoles
Treasure an assault rifle smeared with blood
CR 3–4 1 gruhnka hunter
Treasure a starglaive and a focusing crystal, the last remains of a fallen psyknight
CR 5–10 1 1d4 + 1 gruhnka hunters , each with one psionic mutation
Treasure a still intact companion AI cybernetic implant amidst a pile of bones and shredded clothes
CR 11–16 1 1d6 + 3 gruhnka hunters , each with the “4” psionic mutation and two random
Treasure a surface exploration vehicle left behind by unfortunate explorers who wandered into gruhnka territory
Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.