thundering croak, the gronk are also known as “hopping rocks” or “stone frogs.” The ill-tempered beasts pose a threat to the nomadic bariaur tribes that roam the Outlands, and those tribes occasionally mount hunting parties solely to thin the gronk’s numbers. According to the bariaur nomads, gronk have existed on the Outlands for as far back as five bariaur generations. Their numbers have not increased substantially during that time, mostly due to bariaur thinning gronk herds with their rites of passage. A number of planewalkers have sighted the gronk on several Prime worlds as well. Violent and Antisocial. When a creature comes within its line of sight, a gronk emits a thundering croak and hops toward the target to smash it to death with its spiked headplate. All gronk are nearly deaf, and bright visual displays irritate them. Tales tell of wizards who cast dancing lights into gronk herds to drive them into a frenzy. This results in the gronk turning on themselves until nearly every member of the herd is dead. The gronk are so ill tempered that they can’t even tolerate their own species. Despite their herd mentality, the strength of the herd depends on the gronk’s emotional cycle, and members of a new herd can survive for a week at most before becoming irritated with one another. Soon after, their natural hatred gives way to furious bouts of head smashing. The herd then dissolves and reforms into new herds several months later. Gronk Large monstrosity, unaligned Unusual Biology. Ironically, the gronk’s hatred of each other propagates their species. A gronk’s Armor Class 14 (natural armor) reproductive organs are located near its brain, in the Hit Points 37 (5d10 + 10) spiked carapace over its forehead. The ridged spikes Speed 30 ft. that cover the gronk’s headplate are actually buds that exchange reproductive material when two gronk STR DEX CON INT WIS CHA smash their heads into each other, then subsequently 17 (+3) 14 (+2) 15 (+2) 1 (−5) 13 (+1) 5 (−3) fall off. If a fallen bud touches dirt, sand, earth, or rock, it submerges a few inches beneath the ground, only to Skills Athletics +5, Perception +3 Damage Immunities bludgeoning from nonmagical attacks burrow forth a few months later as a tiny gronk. Senses passive Perception 13 The gronk have never been seen to eat; it is a mystery Languages — how they sustain themselves. A gronk’s lifespan ranges Challenge 1 (200 XP) from three to five years. As a gronk ages, its headplate cracks and flakes off until the creature suffers brain failure and dies. Hopping Charge. If an enemy is within 45 feet of the gronk, the Valuable Parts. Gronk headplates are often sought gronk can increase its speed to 45 feet and use its movement after for use in creating shields and armor plating, to hop toward that enemy, moving normally through other creatures’ spaces or difficult terrain. If it finishes this including for siege towers and shield walls. One bariaur movement next to the original enemy and makes a spiked myth talks of gronk headplates being placed upon an headplate attack against it, the gronk has advantage on the enchanted battering ram that could act as a horn of attack roll. blasting upon any structure, but which needed a huge number of people to carry it. Hard of Hearing. A gronk has disadvantage on Wisdom The gronk also have bladder-like glands along their (Perception) checks that involve hearing, but has advantage on necks and upper backs that can be removed with care saving throws that require it to hear another creature. after a gronk is slain. When treated with the right resins and filled with acid, the gland sacs can be used Actions as grenades, and are known to be extremely effective Spiked Headplate. Melee Weapon Attack: +5 to hit, reach 5 ft., against fiends. one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Creatures of Planescape: Torment
1 Not for resale. Permission granted to print or photocopy this document for personal use only. Grillig Grilligs are small, scaled beasts with long arms and Grillig hunched legs. Their movement resembles that of Medium monstrosity, neutral evil gorillas, as they use their arms to propel themselves along. Grilligs are vicious pests and can be lethal if they Armor Class 13 encounter an expedition unprepared for them. Hit Points 19 (3d8 + 6) Legend has it that grilligs were born from two- Speed 30 ft., climb 30 ft. dimensional angles. But whatever their origin, they are strangely resistant to arrows, spears, swords, STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (−3) 13 (+1) 7 (−2) and other edged weapons. They can be found in almost any rugged, angular terrain. Chasms, caves, Skills Acrobatics +5, Perception +3 and mountainous areas have been known to run Damage Immunities piercing, slashing thick with them. Senses passive Perception 13 Pack Tactics. Grilligs have a pack mentality, and their Languages — society revolves around finding something larger and Challenge 1/2 (100 XP) meaner than themselves, killing it, and then moving onto a larger, meaner creature. They prefer to weaken a target with ambushes or crude traps (pushing boulders Actions off ledges, causing avalanches, stampeding other Multiattack. The grillig makes four talons attacks. creatures over the victim, and so on). They then attack Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. in groups, raising themselves on their forelimbs to lash Hit: 4 (1d4 + 2) slashing damage. out with their foot talons, and shredding targets with lightning speed. If all except one member of a grillig pack is killed, the If actively hunted, the grilligs lie low for a while, remaining grillig either flees combat or joins another then emerge when the hunters relax their guard. group of grilligs. If cornered before it can flee, a lone Members of bariaur tribes on the Outlands always grillig hisses and gnashes its teeth, but it does not carry bludgeoning weapons against the threat of a defend itself from attackers. grillig attack. Unknown Natures. It is not known how grilligs A grillig’s teeth and talons can be used in the creation breed—more of them simply seem to appear whenever of magic armor as well as magic arrowheads and their numbers become too thin. The bariaur root out spearheads. It is said that secret rituals can give certain these pests whenever they find them, but no matter weapons the “speed of a grillig,” allowing the wielder of how many they kill, more appear in the later seasons. the weapon to make a frenzy of multiple attacks.
Creatures of Planescape: Torment
2 Not for resale. Permission granted to print or photocopy this document for personal use only. Sohmien Sohmien A sohmien resembles a huge horse with a leathery, Medium aberration, chaotic evil ashen hide and dead white eyes. Its shoulder blades extend beyond its head and neck, and bone Armor Class 11 spikes (extensions of its spinal column) sprout from Hit Points 32 (5d8 + 10) each shoulder. Speed 40 ft. Sohmiens leave a trail of mist in their wake, resembling that which shrouds the Hinterlands. The STR DEX CON INT WIS CHA touch of their hooves kills vegetation and can taint the 17 (+3) 12 (+1) 15 (+2) 2 (−4) 12 (+1) 4 (−3) lands they stampede across for years. No one has ever successfully used a sohmien as a mount. Skills Perception +3 Sohmien do not eat, sleep, or mate, and their rides Senses passive Perception 13 are governed by some cycle that eludes scholars. Herds Languages — of them emerge from the Hinterlands randomly before Challenge 1 (200 XP) returning, and many suspect that they appear only in response to a creature craving vengeance. Fear Stampede. When six or more sohmien enter combat Born of Nightmare. According to legend, the last together in an environment of dim light or darkness, each of the nightmare lords was lured to the Gloom Meet creature that can see the stampede must succeed on a DC 11 by his subjects, then attacked by fiends who had tired Wisdom saving throw or be frightened for 1 minute. A creature of bartering for permission to use his nightmares. that is riding a mount has advantage on this saving throw. The nightmare lord was driven into the Hinterlands, his body riddled by cold iron spears and arrows. It is Actions believed that where his blood struck the earth, sohmien Multiattack. The sohmien makes one gore attack and one bite sprang forth. attack. If either attack hits, it can also make a hooves attack. Sohmien hate nightmares and attack them over all Alternatively, the sohmien can make three spines attacks. other targets. It is said that the ride of the sohmien will Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. not end until they kill every nightmare in existence. Hit: 8 (1d10 + 3) piercing damage. Sadistic Combatants. Sohmien prefer to start combat at range with their shoulder spines, each of Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. which makes a horrible whistling noise when fired Hit: 6 (1d6 + 3) piercing damage. and shrieks when it tastes blood. In close-up combat, Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. a sohmien gores and bites its foes in non-vital areas, Hit: 6 (1d6 + 3) bludgeoning damage. allowing a creature to experience as much pain as possible before its eventual death. Spines. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one A Thirst for Vengeance. According to myth, sohmien target. Hit: 5 (1d8 + 1) piercing damage. This attack is treated are creatures of vengeance. They can be summoned as magical. by any vengeful mage or priest of sufficient power through a long-lost ritual called the sohmien pact. When summoned, sohmien must be ordered to ride, destroying all in the path leading to the creature that has wronged the summoner. The ride ends only when all the sohmien are slain or when they have reduced the offending creature to near death. At that point, the sohmien wait, pawing the ground in the hope that their victim will seek its own revenge by sending them stampeding back to the first summoner. What happens when the sohmien return is unknown, but chronicles talk of the original summoner vanishing, its voice joining the frightful wails that follow the sohmien as they ride from the Hinterlands.
Creatures of Planescape: Torment
3 Not for resale. Permission granted to print or photocopy this document for personal use only. Trelon Trelons originated on one of the Prime worlds and were brought to the Outlands by a sorcerer living on the ninth ring. This sorcerer used them as weapons, transporting them into the Academy of Weavers near Curst, where the trelons murdered the entire school of illusionists in their sleep. Trelons have been described as a “mixture of orange and shadow.” They have two long arms that end in curved spikes, two mandibles near the mouth for feeding, and two spindly legs. According to legend, trelons were created to exterminate mages on some long-dead Prime world. True or not, the trelons seem to Trelons are valued for their talons, which are long hate mages and magic in general. enough to be used as sword blades and make fearsome Deadly Swarms. A trelon swarm is terrible to behold. mage-slaying weapons when properly enchanted. When they appear, they mob any nearby creature, Likewise, trelon blood is said to be usable in the crafting tearing through their victims like scythes. Trelons of unique arrows of slaying meant to kill mages. But attack with their two arm spikes, bisecting a target like incidents have been recorded in which attempts to use a pair of cutting shears. They do not stop until they have trelon blood in magical rituals have instead summoned killed every non-trelon in sight, but when the fight is a swarm of trelons to the scene. done, the mandibles around their mouths scoop up the remains of their victims. Trelons do not like natural light, and torches or strong Trelon lanterns can prevent them from attacking. However, Large monstrosity, neutral evil magical light drives them into a frenzy, and they attack any opponent using it without hesitation. Armor Class 13 (natural armor) Unseen and All Seeing. A trelon never appears at a Hit Points 51 (6d10 + 18) Speed 30 ft. distance of greater than 30 feet from other creatures. Targets might thus never know that they are in the STR DEX CON INT WIS CHA middle of a swarm of trelons until the creatures 15 (+2) 13 (+1) 16 (+3) 7 (−2) 16 (+3) 7 (−2) suddenly begin to materialize. How this ability works remains a mystery, but trelons are known to appear Skills Perception +7 primarily in shadowy conditions where there is no Condition Immunities charmed, paralyzed natural light. It is likewise not known where they retreat Senses truesight 120 ft., passive Perception 17 to once they have finished their attacks. Languages Trelon Some believe that the trelons track creatures by their Challenge 2 (450 XP) shadows, their emotions, or the sounds they make. But it is also known that trelons have the ability to track a Always Hidden. To any creature more than 30 feet away victim through the use of spells or magic items designed from the trelon, the trelon is invisible and makes no sound. to conceal the user. They are drawn to those protected This invisibility cannot be overcome by any mundane or by invisibility, a cloak of displacement, and similar magical means. magic, and can sense targets no matter how well they are hidden. Magical cloaking seems to drive trelons into Magic Resistance. The trelon has advantage on saving throws a rage, and they often attack invisible or cloaked targets against spells and other magical effects. before other foes. Actions Mysterious Ways. Trelons speak a unique language that consists of soft clicks and chittering noises, which Multiattack. The trelon makes two claw attacks. If both rise to a near-deafening screeching when they strike. attacks hit the same target, that target takes an extra 7 (2d6) Their insect-like nature makes several sages suspect slashing damage. that they may have a hive mentality, but like much that is Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. known about trelons, this is only speculation. Hit: 6 (1d8 + 2) slashing damage.
Creatures of Planescape: Torment
4 Not for resale. Permission granted to print or photocopy this document for personal use only.