Grommam

Copper-furred, kimono-wearing ape folk of starfaring forests, ruled by living demigods and given to painting their starships in wild, swaggering colors.

Setting: Spelljammer · Sources: MC7 Spelljammer Appendix I

Appearance

Grommams are gorilla-like, heavy through the chest and arms, with short legs and rough-soled, slightly grasping feet. Coarse copper-red fur covers all but the face, palms and soles, where the skin is a deep chocolate brown. Most stand 5 feet tall with arm spans up to 9 feet; males weigh 350 to 500 pounds, females half that. They like loose, gaudy clothing, especially short-sleeved kimonos, and strap weapons and tools to belts and bands on their arms and legs. Their language, 'grommish' to outsiders, combines hand signs with posture, expression and many hoots, screams and grunts.

Combat

Weapons are the norm in a grommam fight, although a few relish grappling and other unarmed martial styles. They can use any human melee weapon unchanged. Nearly all wear light, flexible chain mail, and most skip shields to fight ambidextrously with two weapons.

Habitat and Society

Close-knit forest folk, they suit human climates and mostly live on the ground despite their climbing, a few in treehouses. Each household has one grown male, one or two wives and 1d4 youngsters. One wife runs the home and children while the other manages money, buying and relations with other families; the husband does heavy work for the household or a local guild. Dozens of related families make a clan, and 2d4 clans make a house led by a demigod. Usually only the managing wife votes; bachelors fill the army, and many turn adventurer.

Their gods walk among them as rulers and counselors. Individual demigods differ greatly, but a typical one is a 15th-level fighter and thief and 12th-level cleric with 100 hp, AC 2, THAC0 5, movement 12 (15 in trees), 1 or 2 attacks by weapon or spell, ability scores near the maximum, morale 18 and lawful good alignment. Grommams are devout, orderly and mostly lawful good.

Adults typically have 2+1 Hit Dice, but one in eight takes a class: males may be fighters or thieves to 20th level, either sex may be a cleric to 10th, and none multiclass. Every grommam climbs walls at 85%, gaining 1% a level up to 99%. Strongly antimagical, they suffer a 40% chance of magical item malfunction, as dwarves do. Abilities roll as for humans, except males have Strength 2d4+10 (to 18/00) and -2 to Intelligence and Wisdom, while females have Strength 2d6+4 and +2 to Intelligence and Wisdom (maximum 18). Charisma drops by 2 with anyone but grommams and other apes.

Starships bought from humans get bold paint and wild designs but fly normally, and they are hung thick with ropes, rigging and swing bars.

Ecology

Omnivores, they eat small game, roots, nuts, fruit and vegetables, and can eat any human or demihuman food. They have little impact on other races.

More: Monsters starting with G · Spelljammer monsters · All monsters A-Z

Statistics

Climate/TerrainTemperate and tropical/Forests
FrequencyVery rare
OrganizationClan
Activity CycleDay
DietOmnivore
IntelligenceVery (11-12)
Treasure50% chance each of J,K,M (D in community)
AlignmentLawful good
No. Appearing10-120
Armor Class5 (10)
Movement9, 15 in trees
Hit Dice2+1 (males), 1+1 (females), or by class/level
THAC0By Hit Dice or class/level
No. of Attacks1 or 2
Damage/AttackBy weapon or spell type
Special AttacksSpells, missiles. and magical devices possible
Special DefensesSpells, missiles, and magical devices possible
Magic ResistanceNil
SizeM (5' tall; see below)
MoraleElite (13-14)
XP ValueVaries