Card Killers: Grollub

Welcome to the third installment of Card Killers! Today we’ll be doing the Grollub, originally from Exodus.

Grollub

Grollub
Large Humanoid, CN

Armor Class: 14 (nature armor)
Hitpoints: 42 (4d10+20)
Speed: 30 ft.


Str: 14 (+2)  Dex: 9 (-1)  Con: 20 (+5)  Int: 8 (-1) Wis: 10 (+0) Cha: 10 (+0)


Skills: Athletics +2
Senses: Darkvision 60 ft., passive Perception 10
Languages: Goblin
Challenge: 1

 

Pleasant Pheromones When the Grollub is damaged, all creatures within a 20 ft. radius of the Grollub must make a Charisma saving throw (DC 15) or become indifferent about the Grollub. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

 

Actions
Slam Melee Attack +3 to hit, reach 10 ft., one target. Hit 7 (1d10+2) Bludgeoning damage.

 

Description
Grollubs are potbellied, hunchbacked, hairless, humanoids with elephant-like hide of generally muddy brown coloration. Their face is flat and chinless, dominated by a wide fanged mouth with a massive underbite. They lack ears and have short but wide noses. Clothing among Grollubs of both sexes is a simple ragged loincloth.

Grollubs are big dumb brutes spuriously suggested to be the offspring of goblinoids mated with certain large animals. Grollubs are slow to action, slower in thought, glacially slow to anger, quick to forget, and generally lack the malicious nature shared among other goblinoids. Grollubs generally work with other goblinoids for food and shelter, and are treated little better than slave labor. Their pheromones cause a pleasant warmth in those effected, which cause their malicious goblin overlords to frequently beat them to induce the effect.

Grollubs generally don’t engage in combat unless protecting themselves or their children, thus they need a great deal of prodding by their taskmasters to do so. Grollubs don’t use weapons, instead smashing into their targets with their great gnarled arms. They’ll fight as long as their taskmasters are around to actively force them, otherwise they’ll wander off if not attacked.

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