Faolyn
(she/her)
Sorry, folks--had a ton of things on my mind and plate and I totally missed Monday.
D&D has taken monsters from history, mythology, modern legends, fantasy stories, science fiction, toys, but I think this might be one of the first to come from a video game (D&D grues aren’t like Zork grues except for the name). Specifically, the g’grokon is from Heretic II, a game which, according to Wikipedia, was a commercial flop, since it combined third person perspective and first-person shooter camera styles in a way that failed to appeal to fans of either style. In looking the game up, I found an abandonware site that had it, so it doesn’t look like it ever became popular enough for the company to hold onto. Obviously, though, the game had enough fans for one of them to stat up the g’grokon. It seems like it’s just a typical hungry beast that rushes at the player to kill them, but I can’t quite tell—my searches for info on it all seem to lead back to this particular Dragon issue! I can’t find any info from the actual game, not even from its manual. Still, sometimes you just need a mindless monster, so why not?
These guys have a high AC and do a lot of damage for their CR, but they move slowly, making it easy to fight them from a distance, which should even the odds a bit.
G’grokon
Dragon’s Bestiary, Dragon Magazine #256
Creature by Daniell Freed; art by Raven Software
G’grokon resemble dog-sized beetle-like insects, but are clearly not true insects. They have only four legs: they walk on their hind two and their forelimbs are long and sharp-edged, rather like those of a praying mantis. Their hard carapaces are a dark, orange-red.
Nest-Tenders. G’grokon are communal creatures and live in large, underground warrens. They are highly protective of their warren and the eggs within. Outside of the nest, they travel in small packs.
Symbiotic Relationship. They are known to have a symbiotic relationship with ankhegs. The more sedentary but far stronger ankhegs are willing to protect g’grokon eggs and young, while the more mobile g’grokon travel long distances in search of prey, which they then drag back to the warren to share.
Climate/Terrain: temperate, subtropical, tropical; cavern, desert
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 10. G’grokon are fierce, acid-spitting insectoid predators.
DC 15. These pack-hunters will fight to the death to protect their nests.
G’grokon Encounters
Challenge Rating 1-2 2d4 g’grokon
Challenge Rating 3-4 2d4 g'grokon with 1 ankheg
Treasure: 100 gp, copper ring, mostly-accurate local map (25 gp), dust of dryness
Challenge Rating 5-10 4d4 g'grokon with 1-2 ankhegs and 2d4 ankheg spawn
Treasure: 700 gp, 92 sp, bestiary (75 gp), concealable boot dagger (still in the book), potions of clairvoyance and poison
Signs
1. Acid-scarred trees
2. A severed foreleg, stuck in the body of a half-devoured prey animal
3. With a DC 13 Perception check, the trail of a large creature being dragged, surrounded by tiny footprints
4. A shed carapace
Behavior
1-2. Attacks on sight
3. Defending its nest; will attack anyone who comes near
4. Working together to drag a dead horse back to their warren
G’grokon
Small monstrosity; Challenge 1/4 (50 XP)
AC 15 (natural armor)
HP 10 (3d6; bloodied 5)
Speed 20 ft.
STR 7 (-2) DEX 14 (+2) CON 10 (+0)
INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Proficiency +2; Maneuver DC 10
Skills Perception +3
Damage Resistances acid
Senses blindsight 10 ft., passive Perception 13
Languages —
Pack Tactics. The g’grokon has advantage on attack rolls against a creature if at least one of the g’grokon allies is within 5 feet of the creature and is not incapacitated.
Spider Climb. The g’grokon can use its climb speed even on difficult surfaces and upside down on ceilings.
Actions
Multiattack. The g’grokon makes two attacks with either its claws or its acid spit.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) slashing damage. If the g;grokon moves at least 20 feet straight towards the target before the attack, the target must make a DC 12 Strength saving throw or fall prone.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 2 (1d4) acid damage. If the target is a creature, it suffers 2 (1d4) ongoing acid creature until a creature takes an action to wipe the acid off.
Combat
G’grokon attack from a distance with their acid spit, only approaching melee range when the prey has been sufficiently weakened. They fight to the death when defending their warren; otherwise, they flee when bloodied.
D&D has taken monsters from history, mythology, modern legends, fantasy stories, science fiction, toys, but I think this might be one of the first to come from a video game (D&D grues aren’t like Zork grues except for the name). Specifically, the g’grokon is from Heretic II, a game which, according to Wikipedia, was a commercial flop, since it combined third person perspective and first-person shooter camera styles in a way that failed to appeal to fans of either style. In looking the game up, I found an abandonware site that had it, so it doesn’t look like it ever became popular enough for the company to hold onto. Obviously, though, the game had enough fans for one of them to stat up the g’grokon. It seems like it’s just a typical hungry beast that rushes at the player to kill them, but I can’t quite tell—my searches for info on it all seem to lead back to this particular Dragon issue! I can’t find any info from the actual game, not even from its manual. Still, sometimes you just need a mindless monster, so why not?
These guys have a high AC and do a lot of damage for their CR, but they move slowly, making it easy to fight them from a distance, which should even the odds a bit.
G’grokon
Dragon’s Bestiary, Dragon Magazine #256
Creature by Daniell Freed; art by Raven Software
G’grokon resemble dog-sized beetle-like insects, but are clearly not true insects. They have only four legs: they walk on their hind two and their forelimbs are long and sharp-edged, rather like those of a praying mantis. Their hard carapaces are a dark, orange-red.
Nest-Tenders. G’grokon are communal creatures and live in large, underground warrens. They are highly protective of their warren and the eggs within. Outside of the nest, they travel in small packs.
Symbiotic Relationship. They are known to have a symbiotic relationship with ankhegs. The more sedentary but far stronger ankhegs are willing to protect g’grokon eggs and young, while the more mobile g’grokon travel long distances in search of prey, which they then drag back to the warren to share.
Climate/Terrain: temperate, subtropical, tropical; cavern, desert
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 10. G’grokon are fierce, acid-spitting insectoid predators.
DC 15. These pack-hunters will fight to the death to protect their nests.
G’grokon Encounters
Challenge Rating 1-2 2d4 g’grokon
Challenge Rating 3-4 2d4 g'grokon with 1 ankheg
Treasure: 100 gp, copper ring, mostly-accurate local map (25 gp), dust of dryness
Challenge Rating 5-10 4d4 g'grokon with 1-2 ankhegs and 2d4 ankheg spawn
Treasure: 700 gp, 92 sp, bestiary (75 gp), concealable boot dagger (still in the book), potions of clairvoyance and poison
Signs
1. Acid-scarred trees
2. A severed foreleg, stuck in the body of a half-devoured prey animal
3. With a DC 13 Perception check, the trail of a large creature being dragged, surrounded by tiny footprints
4. A shed carapace
Behavior
1-2. Attacks on sight
3. Defending its nest; will attack anyone who comes near
4. Working together to drag a dead horse back to their warren
G’grokon
Small monstrosity; Challenge 1/4 (50 XP)
AC 15 (natural armor)
HP 10 (3d6; bloodied 5)
Speed 20 ft.
STR 7 (-2) DEX 14 (+2) CON 10 (+0)
INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Proficiency +2; Maneuver DC 10
Skills Perception +3
Damage Resistances acid
Senses blindsight 10 ft., passive Perception 13
Languages —
Pack Tactics. The g’grokon has advantage on attack rolls against a creature if at least one of the g’grokon allies is within 5 feet of the creature and is not incapacitated.
Spider Climb. The g’grokon can use its climb speed even on difficult surfaces and upside down on ceilings.
Actions
Multiattack. The g’grokon makes two attacks with either its claws or its acid spit.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) slashing damage. If the g;grokon moves at least 20 feet straight towards the target before the attack, the target must make a DC 12 Strength saving throw or fall prone.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 2 (1d4) acid damage. If the target is a creature, it suffers 2 (1d4) ongoing acid creature until a creature takes an action to wipe the acid off.
Combat
G’grokon attack from a distance with their acid spit, only approaching melee range when the prey has been sufficiently weakened. They fight to the death when defending their warren; otherwise, they flee when bloodied.