Siege of Esperon V
Abilities: +4 Dexterity, –2 Strength, –2 Charisma: Gretchin are fast, but weak and unpleasant to be around.
Languages: Gretchin begin play speaking very whiny Orky.
Orkoid: Gretchin are humanoids with the orkoid subtype.
Small: Gretchin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Gretchin are fast for their size, and have a base speed of 30 feet.
Snikky: +4 racial bonus on Stealth checks.
Eat Anything: Raised with little or no proper food, many Gretchin have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Grotz gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
Duck and Cover: Gretchin gain a +2 bonus on saves against spells with the fire descriptor due to their keen sense of self-preservation.
Orky Traits: Darkvision 60ft., Regeneration 0 (fire/acid). Grotz, like orks, treats all damage as nonlethal except that incurred from fire and acid. Nonlethal damage heals at 1hp/hour/level, and is healed like lethal damage.
Weapon Proficiencies: Teefs, mostly…
Suggested Class: Rogue (Gofsnik). The more capable Gretchin are adept at hiding from the enemy and finding their way out of doing work.
Gretchin (or Grotz) are small, green-skinned humanoids, typically about 3’ tall. Like Orks, they are a type of asexual fungus, and reproduce through spores. Created millions of years ago to fight the Necrons, Gretchin serve several key roles in Orky kultur, such as minesweepers, bullet sponges, footballs, ammo runts, and slaves of all kinds.
More information is available at the Gretchin page of the Warhammer 40k wiki.