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Grommam

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Grommams are a species of talking, semi-humanoid


gorillas with "chocolate-brown" skin and "copper-red" fur
from the Spelljammer setting of Dungeons & Dragons.
Their homeworld is unknown, but fans would later give
them the world of Gaya, a subtropical world of high mesas
and deep, jungle-filled canonys within a crystal sphere
known as Grommspace, which they share with their fellow
spelljamming ape-species, the hadozee.

Grommams are known for being a generally peaceful and


highly religious species (no doubt helped by the fact that
the demigod entities they worship actually live on Gaya
with them), who live in close-knit and highly organized
troops led by elder females. Unmarried males make up the
bulk of their military forces, and also the primary source of
grommam adventurers, although married males and even
females both sometimes find themselves plying the
spaceways.

Ability Score Modifiers: For males, +2


Strength, +2 Dexterity, -1 Intelligence, -1
Wisdom, and for females, +2 Intelligence, +2 Wisdom, -1 Strength, -1 Dexterity
Ability Score Minimums/Maximums: Strength 11/18, Dexterity 8/18, Constitution 8/18,
Intelligence 3/18, Wisdom 3/17, Charisma 3/18
Class & Level Restrictions: 15th level Fighter (Male only), 15th level Thief (Male Only), 10th level
Cleric (either gender)
Thief Ability Modifiers: PP +10%, OL -5%, F/RT +5%, MS -5%, CW +25%, RL -5%
+25% racial modifier to all Climbing rolls
Can dual-wield weapons as if they had the Ambidexterity proficiency
Bane of Magic Items: Some bizarre quirk of grommams means they do not interact well with any
magic items other than weapons, armor, shields, gauntlets and girdles. Whenever a grommam
attempts to use a magic item not specifically suited for its character class, there is a 40% chance
that the item simply does not function this time. For directly activated items, make the check each
time the grommam attempts to use it; there is a chance that even if it fails once, it may eventually
turn on. For items that are continually in operation, make the check in the first turn of an encounter;
failure means it doesn't work throughout that encounter.

Dungeons & Dragons 2nd Edition Races[Expand]


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