Size:
Small
Type:
Humanoid
Form:
... that walks like a man
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
short sword
2 (1d4/19-20)
Special (Ex)
Swamp Stride

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Evasion
You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Special
|Evasion
Gripplis can move through non-magical difficult terrain at normal speed in swamps.
Special
|Evasion
Swamp Stride Woodland Stride You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Self-Sufficient
Action
Melee 1
short sword +3 (1d4+1/19-20)
Action
Ranged 1
dart +5 (1d3+1) or
Special
Swamp Stride (Ex)
A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Actions/Abilities/Traits:
(Pathfinder 2e) (Grippli Archer)
Actions/Abilities/Traits: (Pathfinder 2e) (Grippli Archer)
Ability
Hail of Arrows
The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses.
Ability
Jungle Stride
A grippli ignores difficult terrain in forests and jungles.
Offense
Melee
Circumstance: combat round (melee)
shortsword +11 [+7/+3] (agile, finesse, versatile S), Damage 1d6+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +11 [+6/+1] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing
Trait
Grippli
Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
leather armor
shortbow (30 arrows)
shortsword
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Grippli Greenspeaker)
Actions/Abilities/Traits: (Pathfinder 2e) (Grippli Greenspeaker)
Ability
Green Empathy
The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi.
Ability
Jungle Stride
A grippli ignores difficult terrain in forests and jungles.
Ability
Primal Prepared Spells
DC 23, attack +13; 3rd animal form, summon plant or fungus; 2nd barkskin, entangle, speak with animals; 1st jump, pass without trace, shillelagh; Cantrips (3rd) acid splash, guidance, know direction, produce flame, tanglefoot
Offense
Melee
Circumstance: combat round (melee)
staff +11 [+6/+1] (two-hand d8), Damage 1d4+4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
dart +13 [+9/+5] (agile, thrown 20 feet), Damage 1d4+4 piercing
Trait
Grippli
Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dart (4)
staff
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Grippli Jinxer)
Actions/Abilities/Traits: (Pathfinder 2e) (Grippli Jinxer)
Ability
Baneback Poison
(poison) Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 2d4 poison damage and stupefied 1 (1 round); Stage 2 3d4 poison damage and stupefied 2 (1 round); Stage 3 4d4 poison damage, stupefied 3, and flat-footed (1 round)
Ability
Critical Failure
The creature treats the jinxer as hidden until the end of its turn.
Ability
Critical Success
The creature is unaffected and is temporarily immune for 1 hour.
Ability
Curse of Baneful Venom
2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.
Ability
Failure
The creature treats the jinxer as concealed until the end of its turn.
Ability
Hypnotic Tattoos [Reaction]
Circumstance: Trigger: A hostile creature targets the jinxer with a melee Strik
Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save.
Ability
Jungle Stride
Gripplis ignore difficult terrain in forests and jungles.
Ability
Occult Spontaneous Spells
DC 24, attack +16; 3rd blindness, fear, paralyze (3 slots); 2nd dispel magic, summon animal (giant cockroach, giant fly, or giant tick only), vomit swarm (3 slots); 1st bane, ray of enfeeblement, spider sting (3 slots); Cantrips (3rd) chill touch, forbidding ward, know direction, shield, telekinetic projectile
Ability
Success
The creature is unaffected and is temporarily immune for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
staff +14 [+9/+4] (two-hand d8), Damage 1d4+6 bludgeoning plus baneback poison
Offense
Ranged
Circumstance: combat round (ranged)
dart +16 [+12/+8] (agile, thrown 20 feet), Damage 1d4+6 piercing plus baneback poison
Trait
Grippli
Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dart (8)
staff
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Grippli Scout)
Actions/Abilities/Traits: (Pathfinder 2e) (Grippli Scout)
Ability
Hurl Net
10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it.
Ability
Jungle Stride
Gripplis ignore difficult terrain in forests and jungles.
Offense
Melee
Circumstance: combat round (melee)
sickle +9 [+5/+1] (agile, finesse, trip), Damage 1d4+1 slashing
Offense
Ranged
Circumstance: combat round (ranged)
dart +9 [+5/+1] (agile, thrown 20 feet), Damage 1d4+1 piercing
Trait
Grippli
Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dart (5)
leather armor
net
sickle
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Grippli Skirmisher)
Actions/Abilities/Traits: (Pathfinder 2e) (Grippli Skirmisher)
Ability
Baneback Poison
(poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 2d4 poison damage and stupefied 2 (1 round); Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round)
Ability
Hopping Dodge [Reaction]
Circumstance: Trigger: A creature misses the skirmisher with a melee Strike;
The skirmisher quickly takes advantage of the attacker's error and Steps.
Ability
Jungle Stride
Gripplis ignore difficult terrain in forests and jungles.
Ability
Springing Step
When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.
Ability
Wily Attack
The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
Offense
Melee
Circumstance: combat round (melee)
kukri +14 [+10/+6] (agile, finesse, trip), Damage 1d6+4 slashing plus baneback poison
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +14 [+9/+4] (deadly d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing plus baneback poison
Trait
Grippli
Gripplis are a family of frog-like humanoids. Gripplis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
composite shortbow (30 arrows)
kukri
leather armor
thieves' tools
Language
Common
Perception
darkvision