Gorax

Huge humanoid, unaligned

CreatureScum and Villainy

At a glance

Armor Class
17 (natural armor)
Hit Points
126 (11d12+55)
Speed
40 ft.
Saving Throws
Dex +3, Con +8, Wis +3
Skills
Athletics +9, Perception +3, Intimidation +1
Senses
darkvision 60 ft., passive Perception 13
Languages
Gorax
Challenge
6 (2,300 XP)

Ability scores

  • Str23+6Strength 23, modifier plus 6
  • Dex15+2Dexterity 15, modifier plus 2
  • Con20+5Constitution 20, modifier plus 5
  • Int7-2Intelligence 7, modifier minus 2
  • Wis11+0Wisdom 11, modifier plus 0
  • Cha6-2Charisma 6, modifier minus 2

About this creature

Gorax were a species of seldom-seen giant humanoids native to the mountains of Endor. They sometimes attacked the villages of the Ewoks, who were among the sentient inhabitants of the moon.

Biology & Appearance. Adult Gorax were usually over six meters tall. Some specimens were recorded that were up to 30 meters in height. A Gorax's ocher skin is covered in thick, matted dark fur, except on the face, hands and feet. Its head features two forward-facing eyes with bushy brows, a mouth full of sharp fangs, and slit nostrils. Its limbs terminate in four fingers, including an opposable thumb. All of these digits end in sharp nails. However, some variants are known to have three-fingered hands, and feet with two large toes. Their large ponted ears offered them a highly sensitive hearing. Gorax have immense strength; they are capable of uprooting a large tree effortlessly with both hands.

Behavior. Gorax live in mountainous areas and rarely show themselves. Although they mostly behave like savage animals, they display a capacity to use objects as crude tools—for example, using an uprooted tree as a blunt weapon. Moreover, some wear crude pieces of clothing, like a sash made of furs and skulls, or a belted loincloth.

Traits

Keen Hearing

The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

Stench

Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

Sunlight Sensitivity

While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The gorax makes two greatclub attacks.

Stomp

Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 27 (6d6 + 5) kinetic damage and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

Greatclub

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.

Rock

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.