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Geonidby Travis Laney
Hit Dice: 2d8+2 Initiative: -1 Speed: 20 ft. Armor Class: 18 (+1 size, -1 Dex, +8 natural) Base Attack/Grapple: +1/+0 Attack: Club +5 melee (1d4+3) or axe +5 melee (1d6+3) or slam +5 melee (1d4+3) Full Attack: Club +5 melee (1d4+3) or axe +5 melee (1d6+3) or slam +5 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: -- Special Qualities: Shell Saves: Fort +2, Ref +2, Will +0 Abilities: Str 17, Dex 8, Con 14, Int 8, Wis 11, Cha 11 Skills: Listen +3, Spot +2 Feats: 1 Environment: Any underground Organization: Solitary, pair, hunting party (2-12) or tribe (30-80 plus one 4<sup>th</sup> level cleric leader) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +1
A geonid is a small intelligent cave-dweller. It has two legs and arms and a shell that gives it the appearance of a small boulder. The arms and legs come out of a small opening in the bottom of the shell. A geonid is able to draw its arms and legs into its shell and close the opening. When it does so, the geonid cannot be distinguished from a small boulder.
Geonids live underground in tunnel complexes and in natural caves. Their lairs are normally filled with rocks, stalactites, and stalagmites. In the lair is a shrine made of large and oddly-shaped boulders.1
Geonids speak their own language, a clicking language that sounds much like pebbles falling on stone.
In combat, a geonid attacks either with one of its stony fists or with a weapon. Weapons normally carried are stone clubs or axes.1
Shell (Ex): the hard, stony shell of a geonid grants it a +8 natural armor bonus to AC, but prevents the creature from wearing armor of any kind. As a move action, a geonid may draw its arms and legs up into its shell; when doing so the creature enjoys a +8 racial bonus to Hide checks and a +4 cover bonus to Reflex saves.
Geonids live underground in tunnel complexes and in natural caves. Their lairs are normally filled with rocks, stalactites, and stalagmites. In the lair is a shrine made of large and oddly-shaped boulders. The lair contains from 30 to 80 geonids, led by a geonid priest.1
Geonids have a favored class of ranger. Geonid clerics typically revere Beltar, the chaotic evil goddess of mines. Beltar's domains are Chaos, Earth, Evil, and War, and her favored weapon is the spiked gauntlet.
The geonid warrior presented here had the following ability scores before racial adjustments: Str 15, Dex 10, Con 14, Int 10, Wis 13, Cha 12.
The geonid first appeared in Module X-5, "Temple of Death," by David Cook (1983).
This 3.5 Edition conversion is (c) 2007 by Travis Laney
1. Cook, D., 1983. Temple of Death. Random House, Inc.
2. Gygax, G. and Arneson, D., 1983. Dungeons & Dragons Expert Rulebook. Random House, Inc.
3. Allston, A. 1991. Rules Cyclopedia. Random House, Inc.
4. Rasmussen, M. 1983. Quagmire! Random House, Inc.