Large Beast, Unaligned
AC 12 thick hide    Initiative +1 (11)
HP 38 (4d10 + 12)
Speed
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 18 +4 +12
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 7 −2 −2
Skills Perception +6
Senses Passive Perception 13
Languages None
CR 1 (XP 200; PB +2)
Traits

Beast of Burden. The Grohm is considered a Huge creature for the purpose of determining its carrying capacity.

Saltwind Endurance. The Grohm can go for up to 7 days without water. When exposed to strong winds or storms, it has advantage on saving throws against exhaustion caused by harsh weather.

Sacred to the City. Citizens of Merdinaas revere the Grohm; killing one without cause is considered sacrilege. Within the city, harming a Grohm often results in immediate mob justice or political punishment.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Trampling Charge. If the Grohm moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Grohm can make one Stomp attack against it as a bonus action.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. Hit: 11 (2d6 + 4) bludgeoning damage.

Description

The Grohm is a hulking, shaggy beast that roams the Brassplains beyond Merdinaas. Standing as tall as two men at the hump, it combines the long legs and padded feet of a camel with the broad, muscular build and thick hide of a buffalo. Its curved horns sweep wide, and its coat ranges from sandy beige to storm-gray, streaked with greenish salt stains where the rains have patinated its fur.

Grohms are prized for their endurance and strength. They haul wagons, carry caravans through the Brassplains, and provide milk, meat, and hide to the city. Yet beyond utility, they are sacred: many citizens believe the first Grohm emerged from the Brass Henge, shaped from brass itself and given life by storm. Carvings of Grohms adorn the gates of Merdinaas, and during solstice festivals, herds are paraded through the streets, adorned with brass bells and knotwork harnesses.

In Play

  • Mounts & Companions: A trained Grohm can serve as a mount for a Large or smaller rider.
  • Sacred Conflict: Killing a Grohm can spark a political or religious incident, even if done in self-defense.

Wild Grohm herds can be dangerous if startled; a stampede can devastate entire caravans.

DiggDoug

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