Grytt

We love a good fast-paced DnD campaign here at Gelatinous Cubicles, but sometimes, it’s better to take things a bit slower. Sometimes, much much slower. To help the more methodical players in your campaign feel at home, we have constructed a New Guy— the grytt, the race of guys made of rocks, with a sense of urgency to match. Descended from earth elementals, the grytt are an extremely long lived, unhurried lot, with a taste for meditation and snacking on gemstones (ideally at the same time).

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Grytt

Meticulously slow, the stony-skinned grytt live in mountain summits and rockside grottos. Their long lives and inhuman patience lead to the grytt preferring lives that are full of solitude and meditation. Such gifts make the grytt a studious and spiritual bunch, happy to ponder life’s greatest questions for years on end.

Elemental Origin

The grytt are the descendents of earth elementals bound to the material plane. With time, these elementals began to adapt to their environment; their souls were shared between the elemental and the outer planes, their bodies became more corporeal and developed organ systems, and they began to develop their own culture and history separate from the elemental planes.

Everything They Need

What most would consider humble and monotonous lives, the grytt consider to be an absolute blessing. What most fail to realize is that while the grytt may appear to be rather dull, they have a deep connection to the world around them. They feel each and every experience to the fullest, allowing themselves to dwell on sensations and explore them for extremely long periods of time. What might appear to be a motionless rock to an outsider could be a grytt locked in deep meditation, exploring each and every subtlety of a fine gemstone that they chew upon. This gives grytt an immense appreciation for the ‘mundane’, as they unlock the hidden potential of every aspect of the world around them.

Rock Lovers

Grytt feel a sense of responsibility to the earth, particularly rocks and stones. They see themselves as protectors and guides, often personifying anything from the smallest pebble to the largest boulder. A solitary grytt might even construct an entire society based around the rocks that surround them.

Grytt Names

Grytt take a long time to communicate, and appreciate the complexities of even the simplest things. As such, their names are very short, often one syllable.

Grytt Names: Dru, Fum, Gol, Kab, Neb, Ob, Po, Turg, Weg

Grytt Traits

As a grytt, you have the following traits:

Ability Score Improvement. Your Strength score increases by 1, your Constitution score increases by 1, and your Wisdom score increases by 1. Alternatively, increase one ability score by 2, and increase a different ability score by 1, or increase three different scores by 1.
Alignment. With little concern for worldly squabbles but a general disposition towards kindness, grytt trend towards a neutral good alignment.

Creature Type. You are an Elemental.

Life Span. Grytt live for hundreds of years, usually for at least a millennium.

Size. You are Medium.

Speed. Your walking speed is 25 feet.

Boulder Roll. As an action, you can curl into a ball and quickly roll forward in a line up to 30 feet long and 5 feet wide in a direction of your choice. Each Large or smaller creature in the line must make a Dexterity saving throw with a save DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes 1d6 × your proficiency bonus bludgeoning damage and is pushed 5 feet to one side (your choice). If a creature succeeds the save, or if you run into an obstacle such as a wall or a Huge or larger creature, you stop rolling in this way.Once you use this trait, you can’t do so again until you finish a short or long rest.

Elemental Heritage. Thanks to your stony body, you gain the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

  • You are immune to disease.

  • You have advantage on skill checks and saving throws to avoid being moved, pushed, or knocked prone.

Gem Muncher. You can treat gems, minerals, or metals worth at least 1 gp as a week’s worth of rations.

Natural Armor. Your frame is bulky and oddly-shaped, you are ill-suited to wearing armor. Your rocky skin provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Languages. You can speak, read, and write Common and Primordial.

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