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{{dnd-stub}} [[File:Grommam MCS1.jpg|thumb|right|300px]] '''Grommams''' are a species of talking, semi-humanoid gorillas with "chocolate-brown" skin and "copper-red" fur from the [[Spelljammer]] setting of [[Dungeons & Dragons]]. Their homeworld is unknown, but they enjoy climates similar to [[human]]s and live in standard housing and treehouses. Grommams are known for being a generally peaceful and highly religious species (no doubt helped by the fact that the demigod entities they worship live alongside them), who live in close-knit and highly organized troops led by elder females. Unmarried males make up the bulk of their military forces, and also the primary source of grommam adventurers. However, married males and even females both sometimes find themselves plying the spaceways. Fans would later outline the Grommam homeworld of [http://www.spelljammer.org/worlds/Grommspace/#:~:text=Gaya%2C%20%22Earth%20Goddess%22 Gaya] a subtropical world of high mesas and deep, jungle-filled canyons within a crystal sphere known as [http://www.spelljammer.org/worlds/Grommspace Grommspace], which they share with their fellow spelljamming ape-species, the [[hadozee]]. ==PC Stats== ::Ability Score Modifiers: For males, +2 Strength, +2 Dexterity, -1 Intelligence, -1 Wisdom, and for females, +2 Intelligence, +2 Wisdom, -1 Strength, -1 Dexterity ::Ability Score Minimums/Maximums: Strength 11/18, Dexterity 8/18, Constitution 8/18, Intelligence 3/18, Wisdom 3/17, Charisma 3/18 ::Class & Level Restrictions: 15th level [[Fighter]] (Male only), 15th level [[Rogue|Thief]] (Male Only), 10th level Cleric (either gender) ::Thief Ability Modifiers: PP +10%, OL -5%, F/RT +5%, MS -5%, CW +25%, RL -5% ::+25% racial modifier to all Climbing rolls ::Can dual-wield weapons as if they had the Ambidexterity proficiency ::Bane of Magic Items: Some bizarre quirk of grommams means they do not interact well with any magic items other than weapons, armor, shields, gauntlets and girdles. Whenever a grommam attempts to use a magic item not specifically suited for its character class, there is a 40% chance that the item simply does not function this time. For directly activated items, make the check each time the grommam attempts to use it; there is a chance that even if it fails once, it may eventually turn on. For items that are continually in operation, make the check in the first turn of an encounter; failure means it doesn't work throughout that encounter. ==Gallery== <gallery> new races CGR1 1.jpg </gallery> {{D&D2e-Races}} [[Category:Spelljammer]][[Category:Monsters]]
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