Medium Humanoid (Giff), Chaotic Good
AC 17 (breastplate)    Initiative +3 (13)
HP 80 (10d8 + 40)
Speed 30 ft.
Mod Save
STR 21 +5 +5
DEX 17 +3 +3
CON 16 +3 +3
Mod Save
INT 14 +2 +2
WIS 8 −1 −1
CHA 8 −1 −1
Senses Passive Perception 9
Languages Common
CR 5 (XP 1,800; PB +3)
Traits

Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 17 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Magic Weapons. Grom's weapon attacks are magical.

Tactical Commander (1/Turn). At the start of Grom’s turn, choose one ally within 30 ft. That ally gains one of the following benefits (Grom’s choice):

  • Make one weapon attack as a reaction
  • Move up to half their speed without provoking opportunity attacks
  • Gain +2 AC until the start of Grom’s next turn

Arcane Gadgeteer. Grom can use one Gadget per turn (action or bonus action).

Engineering Insight. Grom has advantage on Intelligence (Investigation) checks related to structures, mechanisms, and devices, and on ability checks to disable traps.

Heart of the Explorer. Grom's experience with ancient technology and lost civilizations enhances his allies' expertise. Grom can chose to aid another's skill check, when he does so he grants a +5 to Investigation, History, Arcana, and Tech Salvager checks. He also grants advantage on Tech Salvager checks.

Gadgets

Vortex Beacon (3/day). Grom targets one creature he can see within 30 ft and teleports it to an unoccupied space within 30 ft.

Shield Projector (3/day). One creature within 30 ft gains +3 AC and resistance to all damage until the start of Grom’s next turn.

Stim Injector (3/day). One creature within 30 ft regains
(2d8 + 2) HP and has advantage on its next attack roll before the end of its next turn.

Grav Snare (2/day). Grom creates a 10-foot radius zone within 30 ft. Creatures in the area must succeed on a DC 14 Strength saving throw or have their speed reduced to 0 until the start of Grom’s next turn.

Flash Bang Charge (2/day). Creatures in a 10-foot radius within 30 ft must succeed on a DC 14 Constitution saving throw or be blinded and deafened until the end of their next turn. They also have disadvantage on attack rolls, saves, and ability checks until the end of their next turn.

Actions

Multiattack. Grom makes two attacks with his Quantum Wrench, Blunderbuss, or Laser Pistol.

Quantum Wrench (Weapon, Spellcasting Focus). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) bludgeoning damage.

Blunderbuss. Ranged Weapon Attack: +6 to hit, range 15/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Laser Pistol. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 13 (3d6 + 3) radiant damage.

Fragmentation Grenade (1/day). Grom throws a grenade up to 60 feet. Each creature within 20 feet of the detonation must make a DC 15 Dexterity saving throw, taking 17 piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Stabilization Field (Bonus Action). One creature within 30 ft gains +2 to all saving throws until the start of Grom’s next turn.

Second Wind. Twice per combat as a bonus action Grom can regain 1d10+8 hit points.

Reactions

Feather Fall. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Shield. An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

“Take the Shot!” (Recharge 5–6). When an ally within 30 ft hits a creature, Grom enhances the strike:

  • The attack deals an extra
    damage,
    or
  • Another ally within 30 ft can make one weapon attack (Grom’s choice)

Emergency Reposition (2/day). When an ally within 30 ft is hit by an attack, Grom teleports that ally up to 10 ft. The triggering attack is made with disadvantage.

Hold Fast! (3/day). When an ally within 30 ft fails a saving throw, that ally rerolls the save with advantage and must use the new result.

Description

It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training, and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.

Every aspect of these spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on age but are granted by a superior as a reward for valor.

Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.

Quantum Wrench — Utility Protocols (Rollable Where Relevant)

Analyze Structure (2/day). Grom touches an object and learns its properties, function, and hazards (as identify).

Seal Mechanism (2/day). A touched object is sealed for 1 hour. A creature can force it open with a DC 15 Strength check.

Scan Field (At Will). Grom scans a 30 ft radius for magic and active effects for 10 minutes.

Threat Assessment (2/day). Grom scans a 30 ft radius and detects hostile creatures and creature types (aberrations, fiends, undead, constructs). Invisible creatures are detected (location known).

If used before combat:

  • Allies gain advantage on initiative rolls
  • Cannot be surprised

Override Lock (2/day). Grom targets a lock within 30 ft. It unlocks automatically. Magical locks are suppressed for 1 round. Audible within 60 ft.

Structural Scan (2/day). Grom scans a 30 ft cone, revealing hidden doors, compartments, and weak points.

Gravitic Mode (2/day). Grom targets an object within 30 ft. weighing less than 250lbs. He can lift, pull, or drag the object 30 ft per round while you maintain concentration (up to 1 minute).  If the object is being held the being holding the object must succeed on a strength contest (apposed athletics, Grom has advantage) or have the object pulled from their grasp.

Gravitic Pulse (2/day). Grom uses the wrench to generate a 15-ft cone of gravitic force. Creatures must make a DC 17 Strength save. Failure: pushed 20 ft and knocked prone. Success: pushed 10 ft.

Gravitic Tether (2/day). Grom targets a point within 60 ft and fires a beam of gravitic energy at it, immediately pulling himself to it. This movement can cross gaps and prevents fall damage.

Grom - Roleplaying Points 

Voice & Demeanor: Grom has a booming, enthusiastic voice with a slight pomp to it. Think: a mix of British naval officer and starry-eyed explorer. 

Mannerisms: 

  • Constantly polishes or fiddles with his Quantum Wrench. 
  • Uses nautical metaphors even when on land: “We’re adrift without a heading!”, “Trim the sails and brace for impact!” 
  • Loves maps, gadgets, and telling tall tales about places he’s “probably” been. 

Personality: 

  • Enthusiastic, curious, and always itching to chart the unknown. 
  • Takes pride in being a "gentle giff" adventurer — courteous, brave, and bold. 
  • Hides the weight of his past — he lost a previous crew during an ill-fated voyage and carries guilt for it. 

Motivations: 

  • Find the components needed to build a new Spell Jammer. 
  • Discover the truth about the Leviathan to satisfy his curiosity.
  • See what’s beyond the next star, jungle, or ruin. 
  • Keep the party alive, even if it means leading from the front. 

Previous Versions

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Habitat: Urban

pitweval

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