Hrumph

Large beast, unaligned

CreatureScum and Villainy

At a glance

Armor Class
11 (natural armor)
Hit Points
45 (6d10 + 12)
Speed
40 ft.
Senses
X, passive Perception 11
Languages
None
Challenge
2 (450 XP)

Ability scores

  • Str21+5Strength 21, modifier plus 5
  • Dex8-1Dexterity 8, modifier minus 1
  • Con15+2Constitution 15, modifier plus 2
  • Int2-4Intelligence 2, modifier minus 4
  • Wis12+1Wisdom 12, modifier plus 1
  • Cha6-2Charisma 6, modifier minus 2

The hrumphs were powerful, thick-necked herbivores native to the Gungan swamps of the Mid Rim planet Naboo. Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears.

About this creature

Ysalamiri are furry, lizard-like tree-dwellers about 2 feet in length, native to the planet Myrkr, and most known for their ability to create a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances — sometimes by kilometers. Ysalamiri sink their claws into the Olbio trees on which they live and draw nutrients. It is very difficult to remove a ysalamir from its tree without killing it, although this has been known to happen. Some few have developed back harness or nutrient frames which allow transport of the ysalamiri and, therefore, their Force repelling bubble. Ysalamiri do not actually negate the Force; since all existence is infused with Force energy, this would not be possible. Rather, they project a bubble inside which users are unable to exert any influence over the Force. A single bubble measures a few meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers. Miriskin was a commodity made from ysalamir skin.

Traits

Charge

If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.