Grindylows are nasty little creatures, taking the role of goblins in the sea. They are tribal, aggressive, and destructive, able to live in peace only with octopi and creatures that are vastly more powerful. They enjoy many of the same sadistic “games” that goblins do, only lacking the love of fire.

Grindylows have an intense hatred for the “imperfections” of squid, and go out of their way to destroy them and any squid-like images they come across. Grindylows lack the superstitious dread of words and magic that their goblin kin have; although they are by no means literate or magically adept. Grindylow are fully amphibious, but tend to panic if they cannot see, or at least hear the ocean.

Grindylow Adventurers
All grindylow are raiders and warriors, but true adventurers are rare. Generally a grindylow adventurer is the lone survivor of a clan, or a thorn in the side of the tribe’s chief sent on a grand “quest”. Only rarely does a grindylow set off willingly into the sea to find its destiny.

  • Alchemist: Grindylows are, as a rule, uninterested in alchemy. The ingredients that make up a grindylow potion would turn most land dwellers’ stomachs.
  • Barbarian: A few courageous grindylow take naturally to the uninhibited role of the barbarian. Barbarian grindylows are celebrated with the finest items and first choice of prey within their tribes.
  • Bard: Grindylow humor and songs translate poorly for most other creatures, save goblins. Grindylow bards are valued for their ability to tell tales of grindylow greatness.
  • Cavalier: Large tribes may have grindylow cavaliers, tentacles wrapped around giant octopi. They follow an outlook similar to the Order of the Cockatrice.
  • Cleric: True clerics are usually the tribal leaders, and encourage their flock to pillage the local waters for their chthonic gods. They typically posses the domains of Animal, Chaos, Death, Destruction, Evil, Water and Weather.
  • Druid: Grindylow druids are as predatory as the sharks they keep company with. They can lay ships low with their water and weather magic.
  • Fighter: While true fighters are rare within a grindylow tribe, they can be quite deadly. They concentrate on making their natural attacks as deadly as possible.
  • Gunslinger: Gunslingers are unknown to the grindylow, if for no other reason than gunpowder doesn’t function under the sea.
  • Inquisitor: Grindylow inquisitors are vicious madmen, with paranoid views of being surrounded by enemies.
  • Magus: Few grindylow have the intelligence or focus to become magi. Those who might become one have trouble locating a teacher willing to instruct them in the arcane art.
  • Monk: The chaotic nature of the grindylow means few actually become monks. The odd ones that do focus on trips and grapples, using their tentacles to lay their foes low.
  • Ninja: A few grindylow venture into the darkest, deepest waters, and some return with deadly new abilities of stealth and murder.
  • Oracle: Grindylow oracles are often at odds with the tribal clerics, as their visions are seen as “more pure”. They are often more abstract, and their mindset is often as alien as their appearance. They most commonly manifest mysteries of Ancestor, Bones, Nature, Waves, and Wind.
  • Paladin: No known grindylow, even those that have turned from their tribal ways, has ever chosen the path of a paladin.
  • Ranger: Grindylow rangers are a critical part of the tribe, acting as scouts and ranged experts. They can be cruel, even by grindylow standards.
  • Rogue: Grindylow are rogues by nature, and they enjoy striking foes unawares. They also tend to keep more than their share of tribal loot.
  • Rook: Few rooks arise from the grindylow race, as they prefer to kill, not manipulate. The rare few tend to possess the schisms of Shade and Necrotist.
  • Samurai: Grindylow have no honor and do not become samurai.
  • Sorcerer: Grindylow sorcerers tend to be somewhat power mad, and often are tribal leaders. They generally manifest Abyssal, Aquatic, Elemental, and on occasion, Marid or Stormborn bloodlines.
  • Summoner: Grindylow summoners are celebrated for their ability to call creatures that can die in the place of tribe members, and often possess a position of power within a tribe. Their eidolons are frequently massive tentacled horrors.
  • Witch: Patrons of grindylows find willing subjects, as the creatures grasp any power to get ahead within their tribe. They usually take the powers of Agility, Animals, Death, Shadow, and Water

Wizard: Very few grindylows become wizards. There is both a lack of training and materials in their watery realms.

Grindylow Characters
Grindylows as characters are defined by their class levels-they do not possess racial Hit Dice. They have the following racial characteristics.

  • +2 Dexterity, +2 Constitution, -2 Charisma: Grindylows are flexible and tough, but crude.
  • Small: Grindylows are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks..
  • Slow Speed: Grindylows have a base land speed of 15 feet, and a base swim speed of 30 feet.
  • Aberration: Grindylows are aberrations, and are affected by effects that target creatures of the aberration type.
  • Amphibious: Grindylows are amphibious, gain a +8 racial bonus to Swim checks, and can move in water without making a Swim check. A grindylow can breathe both air and water, and [[[Swim]] is always a class skill for a grindylow.
  • Darkvision: Grindylows can see in the dark up to 60 feet.
  • Natural Armor: Grindylows have a +2 natural armor bonus.
  • Sneaky: Grindylows receive a +4 racial bonus to Stealth checks.
  • Jet: A grindylow can swim backward as a full round action a speed of 100 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
  • Tangling Tentacles: A grindylow’s tentacles, constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any foe that it flanks as a move action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the grindylow in retaliation.
  • Languages: Grindylows speak Aquan. Grindylows with high Intelligence scores can choose from the following: Aboleth, Aklo, Common, Draconic, Elven, Goblin, and Sahuagin.

Alternate Racial Characteristics
The following racial traits might be selected instead of existing grindylow traits. Consult your GM before selecting any of these new options.

Bleeding Bite: The grindylow gains a primary bite attack that deals 1d3 points of damage and inflicts one point of bleed damage. This racial trait replaces the tangling tentacles racial trait.

Blending: The grindylow’s skin changes color and texture to match the environment. It gains a +8 racial bonus to Stealth checks. This racial trait replaces the natural armor racial trait.

Cephalopod Empathy: The grindylow gains a +10 racial bonus to Handle Animal checks involving octopus. This racial trait replaces the sneaky racial trait.

Cling: The grindylow is a master at using its tentacles to grab its foes, gaining the Improved Grapple feat with its tentacles. This racial trait replaces the jet racial trait.

Goblin-Kin: The grindylow has a way with goblins, granting it a +4 racial bonus to Diplomacy and Intimidate checks against goblins. This racial trait replaces the sneaky racial trait.

Ink: Three times per day as a free action the grindylow may fire a cloud of ink while in water. The ink fills a 20-foot radius sphere, and provides total concealment, lasting for one minute. This racial trait replaces the jet racial trait.

Sizable Catch: The grindylow has undergone rapid growth and is Medium sized. This racial trait replaces the Small size racial trait.

Skin of the Deep: The grindylow’s slimy flesh provides it with resist fire 5, and a +3 natural armor. The skin dries out easily; however, and the grindylow must be fully submersed in salt water for at least 2 hours out of very 24 or it takes one point of Constitution damage per day. Any lost Constitution points are restored when the grindylow submerges itself in salt water for at least two hours. This racial trait replaces the natural armor racial trait.

Shed Tentacles: The grindylow can shed one of its six tentacles as a free action to reroll any attempt to escape a grapple check. The grindylow’s speed drops by 5 feet for every two tentacles shed, to a minimum of 5 feet per round. The tentacles regrow fully in one week. This racial trait replaces the tangling tentacles racial trait.

Spiny Tentacles: The grindylow’s tentacles are covered with sharp outgrowths, allowing it to deal 1d4 points of damage on a successful grapple check. This racial trait replaces the tangling tentacles racial trait.

Talented Tentacles: The grindylow has a high degree of dexterity in its tentacles, allowing it to manipulate small items the size of a dagger or less, and grants the grindylow a +2 racial bonus to Disable Device and Sleight of Hand checks. This racial trait replaces the tangling tentacles racial trait.

Favored Class Options
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a grindylow has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all grindylow who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Barbarian: Add 1 to the total number of rounds that the grindylow can rage per day.
  • Cleric: Add a +1/3 bonus to the saving throw DC of channeling energy to deal damage.
  • Druid: Add +1/2 to wild empathy checks against aquatic creatures.
  • Fighter: Add +1 to the fighter’s CMB when making grapple or trip attacks.
  • Inquisitor: Add 1 to effective inquisitor level when determining the effectiveness of one of the inquisitor’s judgments against non-aquatic creatures.
  • Ranger: Add 1 hit point or 1 skill rank to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new companion gains these bonus hit points or skill ranks.
  • Rogue: Gain 1/6 of an additional die of sneak attack.

See Also