Dragon 16 - Planescape Torment Bestiary 5E PDF

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Gronk

Huge, squat beasts with powerful legs and a


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


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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


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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.

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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


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