Slack 'n' Hash

Grunts

In order to make grunts appear to be more than basic peasants, they should either be equipped for mêlée or missile combat.

Mêlée Grunts

Mêlée grunts are pretty much the backbone of any evil gang that relies on brute force. With a minimum of discipline and some decent weapons, they can soak up the PCs' attacks and buy the arch-villain valuable time. They often serve as guards, although their reliance on close combat means that they tend to serve as guards indoors, where the opportunity to pick the enemy off at range is not quite so frequent. Outside the dungeon, it is usually their job to intimidate the locals, whether by breaking legs or simply looking mean.

They are best equipped with a martial mêlée weapon, a dagger (a useful backup weapon if disarmed) and a simple ranged weapon. Simple ranged weapons are usually cheap and can be thrown or fired with one hand fairly rapidly. The only real exception to this rule is the crossbow, which needs both hands in order to be used efficiently. That said, if the grunts don't mind the -4 penalty to attack rolls, they can fire a loaded crossbow with one hand and hold a shield in the other. Let's be fair, it does look cool.

Mêlée Grunt, male human War1: CR ½; Medium Humanoid (Human); HD 1d8+3; hp 7; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 armour, +2 shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Full Atk +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.
     Languages: Common.
     Skills and Feats: Climb +2, Intimidate +3, Jump +2, Listen +1, Spot +1; Alertness, Toughness.
     Possessions: Longsword, 3 javelins, dagger, studded leather, heavy wooden shield, traveller's outfit.

Total Equipment Cost: 54 gp

Mounted Grunts

Not everyone who fights from horseback is a knight. Cavalry units can get quite big, and even in those outfits there has to be a low-powered majority. That's where the mounted grunt (oo-er!) comes in. They tend to be much better equipped than their infantry counterparts; armour is heavier on account of their steeds carrying most of the weight, although most of them do not carry ranged weapons.

The mounted grunt's best weapon is the heavy lance, since it deals double damage from the back of a charging mount. In the event of a critical hit, that means a potential 6d8 points of damage can be dealt in one blow. The main drawback to them, however, is they're bloody expensive. Horses cost money, barding costs money, and horses eat like, well, horses.

Of course, the mounted grunt (God, it sounds more filthy every time I say it!) is rarely encountered in the dungeon. You can try to squeeze them in, but people will laugh.

Mounted Grunt, male human War1: CR ½; Medium Humanoid (Human); HD 1d8+3; hp 7; Init +1 (Dex); Spd 20 ft. (armour); AC 17 (+1 Dex, +4 armour, +2 shield), touch 11, flat-footed 16; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/×3, lance) or +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d5+1/19-20, dagger); Full Atk +2 melee (1d8+1/×3, lance) or +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d5+1/19-20, dagger); Space/Reach 5 ft./5 ft. (10 ft. w/ lance); AL LE; SV Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.
     Languages: Common.
     Skills and Feats: Handle Animal +3, Intimidate +3, Ride +5; Mounted Combat, Toughness.
     Possessions: Heavy lance, longsword, dagger, scale mail, heavy wooden shield, traveller's outfit.

Total Equipment Cost: 707 gp (includes a heavy warhorse with scale mail barding, military saddle, bit and bridle)

Reach Grunts

Reach grunts are usually ex-soldiers or guards who prefer to use polearms. They are rarely encountered individually, and never fight in enclosed spaces. Rigidly organised, disciplined and well drilled, reach grunts fight best when placed in rows and set to receive charges.

Their weapon of choice is usually the longspear, although they have been known to use glaives, guisarmes or ranseurs. Sadly, because longspears are two-handed weapons they cannot use shields at the same time.

Reach Grunt, male human War1: CR ½; Medium Humanoid (Human); HD 1d8+3; hp 7; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 armour), touch 11, flat-footed 13; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/?3, longspear) or +2 melee (1d6+1/19-20, short sword) or +2 ranged (1d4+1/19-20, dagger); Full Atk +2 melee (1d8+1/?3, longspear) or +2 melee (1d6+1/19-20, short sword) or +2 ranged (1d4+1/19-20, dagger); Space/Reach 5 ft./5 ft. (10 ft. w/ longspear); AL LE; SV Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.
     Languages: Common.
     Skills and Feats: Climb +4, Intimidate +3, Jump +4; Quick Draw, Toughness.
     Possessions: Longspear, short sword, dagger, studded leather, traveller's outfit.

Total Equipment Cost: 47 gp

Ranged Grunts

Ranged grunts are a little more limited in use than mêlée grunts, since several battles are resolved in close quarters. However, ranged combat is a useful tactic, especially if the combatants are out of reach, for example, on a high parapet or on the other side of a chasm. If put on guard detail, they are usually to be found outside, where they have a clear line of fire.

Since they are intended mainly for ranged combat, they have a martial ranged weapon (which means a bow of some kind) and a simple mêlée weapon. Again, armor is cheap, although they tend to be easier to hit since the only shield theycanuse while firing is a buckler. Their equipment is a little more expensive than the mêlée grunt, but in therighthands bows can do a great deal of damage.

Ranged Grunt, male human War1: CR ½; Medium Humanoid (Human); HD 1d8+3; hp 7; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 armour, +1 shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, shortspear) or +2 ranged (1d6/×3, shortbow); Full Atk +2 melee (1d6+1, shortspear) or +2 ranged (1d6/×3, shortbow); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +2, Ref +1, Will -1; Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.
     Languages: Common.
     Skills and Feats: Climb +3, Listen +3, Spot +3; Alertness, Toughness.
     Possessions: Shortspear, shortbow, 20 arrows, dagger, studded leather, buckler, traveller's outfit.

Total Equipment Cost: 79 gp

Versatile Grunts

Versatile grunts are a little handier than melee or ranged grunts since they can perform both functions with equal ease. They are not quite as alert as other grunts, and as such are rarely used for guard duty, although when guards or reinforcements are called for, they're usually the first to arrive.

Their equipment is more expensive since they carry two martial weapons, although their ability to switch between the two with a free action makes them worth it. They prefer not to carry large shields since this inhibits their ability to wield a bow and to climb and jump. This makes them a little easier to hit, but their Toughness feat helps them cope.

Versatile Grunt, male human War1: CR ½; Medium Humanoid (Human); HD 1d8+3; hp 7; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 armour, +1 shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/×3, battleaxe) or +2 ranged (1d6/×3, shortbow); Full Atk +2 melee (1d8+1/×3, battleaxe) or +2 ranged (1d6/×3, shortbow); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.
     Languages: Common.
     Skills and Feats: Climb +3, Intimidate +3, Jump +3; Quick Draw, Toughness.
     Possessions: Battleaxe, shortbow, 20 arrows, dagger, studded leather, buckler, traveller's outfit.

Total Equipment Cost: 98 gp


Last modified: 26/11/08. All material ©2003-8 its creators.

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