Grommam
Medium-Sized Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 25 ft. / 35 ft. in trees (or similar)
AC: 15 (+5 armor – chainmail)
Attacks: per weapon +2 Str
Damage: per weapon +2 Str
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +4, Ref +0, Will +0
Abilities (male): Str 15, Dex 11, Con 11, Int 8, Wis 8, Cha 8
Abilities (female): Str 11, Dex 11, Con 11, Int 12, Wis 12, Cha 8
Skills: Balance +4, Climb +8, Knowledge (Religion) +3, Listen +2, Tumble +5, Use Rope +2
Feats: Ambidexterity, Two Weapon Fighting
Climate/Terrain: Temperate and tropical/Forests
Organization: Clan (1–12)
Challenge Rating: 1
Treasure: Standard
Alignment: Mostly Lawful Good
Advancement: By character class

    Grommams are gorilla-like apes with heavy upper-body musculature. Their feet are roughly soled and their toes have a limited ability to grasp objects. Grommams have short, rough, copper-red fur all over their bodies except on their faces, the palms of their hands, and the soles of their feet. Their skin is a rich chocolate brown.
    Grommams use a gestural and finger-sign language. Body postures, facial expressions, and a variety of vocal hoots, screams, grunts, and calls add to the basic language, called “grommish” by other races.

    Combat: Grommams prefer to use weapons when attacking, though some enjoy wrestling and similar martial arts. Almost any melee weapon that a human can use can also be used by a grommam without change. Chain mail is used almost exclusively for its light weight and flexibility. Shields can be used, but most grommams take advantage of their ambidexterity and use a weapon in either hand.

    Skills: Grommams automatically gain +1 to their climb skill when they gain any class level.

In the Spheres
    Grommams are close-knit people. Most grommams ground dwellers and build homes on the ground, but those that live in the forest build treehouses. Like other races, grommams have gods — but their gods (of demigod level) openly live among the grommams themselves as their rulers and advisors.


Grommam, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://store.wizards.com/product.asp?ProductID=7852

Grommam, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Grommam ©2002, Troy Gomm
Original Source: Monstrous Compendium #7