The Dragonlance Nexus

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Gk'lok-lok

D&D 3e (3.0/3.5) Rules

by James O'Rance


Tiny Outsider (Lawful)
Hit Dice: 1d8+1 (6 hp)
Initiative: +6 (Dex)
Speed: 20 ft.
AC: 21 (+2 size, +6 Dex, +3 natural)
Attacks: 2 claws +2 melee; or 2 darts +8 missile
Damage: Claw 1d4-1, dart 1d3-1
Face/Reach: 2½ ft. by 2½ ft./0 ft.
Special Qualities: Darkvision 60 ft., immunities, invisibility, SR 15
Saves: Fort +3, Refl +8, Will +2
Abilities: Str 8, Dex 22, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (the planes) +4, Listen +4, Sense Motive +4, Spot +8
Feats: Alertness
Climate/Terrain: Any land
Organisation: Tribe (1 plus 1,000+ dormant gk'lok-lok)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful neutral
Advancement:

These statistics reflect an active gk'lok-lok; dormant gk'lok-lok are protected by the tribe's crystal tree.

The gk'lok-lok are a race of extraplanar creatures that exist in a dormant dreaming state, vicariously experiencing the experiences of dead spirits from the world of Krynn.

A gk'lok-lok's body is a slender tube that glistens and sparkles like polished steel, with two wire-like legs and arms. The legs end in sharp hooks, and the arms constantly curl in seemingly random patterns. Two bulging eyes stand on the end of metallic eyestalks; each eye has a violet iris, an aura of soft red flames, and twist in every direction like restless serpents. The entire creature stands about four feet in height, but their wire-like bodies effectively make them Tiny creatures.

Gk'lok-lok do not communicate verbally, but possess a complex sign language of intricate patterns produced by its twisting arms. Gk'lok-lok language tends to evaluate things in terms of safety, and betrays the conservative mindset of the creatures; unfortunately, it cannot be understood without magical aid. However, gk'lok-lok are able to send telepathic messages to any spirit or undead within 30 feet, and can understand all spoken languages.

Combat

Gk'lok-lok are exceptionally docile creatures, typically fleeing from any threat. They cause no harm to other creatures, feeding from the air itself, and have no natural enemies. However, occasionally a gk'lok-lok might need to attack an opponent, slashing with its two razor-thin arms. A gk'lok-lok can also fire three-inch-long steel darts from within its tube arms, creating new darts as necessary.

Immunities (Ex): Gk'lok-lok are immune to mind-influencing effects, as well as electricity and fire attacks.

Invisibility (Su): As a free action, a gk'lok-lok can turn invisible at will, and remain invisible indefinitely.

Skills: Gk'lok-lok receive a +4 racial bonus to Spot checks, due to their twisting eyestalks.

Gk'lok-Lok Society

Gk'lok-lok tribes lead an existence of eternal slumber hanging from the branches of an immense "tree"; of green crystal. Created from the transformed body of a single gk'lok-lok, this crystal tree is surrounded by a shimmering aura of red flames five feet in diameter (1d6 points of fire damage per round, Reflex save against DC 11 halves). The crystal tree has Hardness 10 and 16d8 hit points (typically 72). If the crystal tree is endangered or their slumber is disturbed, all of the gk'lok-lok awaken to drive away threatening creatures.

The sole active gk'lok-lok of the tribe acts as a warden for the crystal tree and seeks spirits of dead mortals to supply dream experiences to the sleeping gk'lok-lok. A single spirit provides sufficient memories to satisfy the tribe for approximately one hundred years. New spirits can only be recruited voluntarily; however, as an afterlife within the crystal tree is a safe and undemanding existence, many spirits accept. The spirits are potected from hostile forces and are free to communicate with other spirits that have been absorbed by the tree.

After many thousands of years, the life of a gk'lok-lok tribe ends, and all members simultaneously crumble to dust. The crystal tree splits open, releasing one to four spore balls that drift through the planes and grow into a new tree and a new tribe.

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