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Grom The Unsinkable

Grom The Unsinkable
Grom the Unsinkable
CR 18
Large humanoid (half-giant), Lawful Neutral
Reveal Stat Block
Armor Class
18 (Natural Armor and Reinforced Plate)
Hit Points
270 (20d10 + 160)
Speed
40 ft., swim 40 ft.
str
28
+9
dex
10
+0
con
26
+8
int
14
+2
wis
18
+4
cha
16
+3

Saving Throws STR +15, CON +14, WIS +10

Skills Athletics +15, Intimidation +9, Perception +10, Survival +10

Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Darkvision 120 ft., passive Perception 20

Languages Common, Giant, Aquan

Legendary Resistance (3/Day).If Grom fails a saving throw, he can choose to succeed instead.
Sea-Sense.Grom has blindsight out to 60 feet while underwater and can sense the location of any creature within 1 mile of him that is touching the same body of water.
Unsinkable.Grom can breathe air and water, and he is immune to the effects of extreme cold, high pressure, and being moved against his will.

Actions

Multiattack.Grom makes three attacks with his Whalebone Greatclub.
Whalebone Greatclub.Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 9) bludgeoning damage plus 14 (4d6) cold damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed 15 feet and knocked prone.
Harpoon Throw.Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 22 (4d6 + 9) piercing damage, and the target is grappled (escape DC 21). While grappled, the target is restrained and takes 10 (3d6) cold damage at the start of each of its turns.

Legendary Actions

Club Attack.Grom makes one Whalebone Greatclub attack.
Crushing Grip.Grom dealing 27 (4d8 + 9) bludgeoning damage to a creature he is already grappling.
Sea's Command (Costs 2 Actions).Grom causes the water around him to surge. Each creature within 30 feet must succeed on a DC 23 Strength saving throw or be pushed 40 feet away, knocked prone, and take 18 (4d8) bludgeoning damage.

Grom the Unsinkable

Identity: Pirate Lord of Crystal Cove, Half-Giant Raider Location: The Boundary Ocean

Grom is a massive Half-Giant, standing over nine feet tall, with skin tanned and toughened by decades at sea. He earned the title "The Unsinkable" not just because of his personal durability, but because of his flagship, The Juggernaut—a colossal, floating fortress constructed from the lashed-together hulls of a dozen captured galleons and ironclads. This behemoth is slow, but its firepower and defensive capabilities are unmatched in the Boundary Ocean.

Unlike the more subtle pirate lords, Grom relies on pure, overwhelming force. He controls the primary toll routes through the archipelago, demanding a "protection fee" from any vessel that wishes to pass through his territory unmolested. Despite his intimidating presence, Grom is known for his strict (if brutal) code of honor; he never breaks a deal, provided the other side holds up their end. He possesses a strange, innate connection to the sea, often claiming he can "hear the heartbeat of the deep."

Plot Hooks:

  • The Toll Dispute: A Kigum diplomatic mission is being held by Grom for refusing to pay his toll. The party must negotiate their release or find a way to bypass The Juggernaut's defenses.
  • The Deep Trench: Grom is terrified by something his "sea-sense" has detected in the deep trenches. He hires the party to dive into the depths (using Aether-diving gear) to investigate a series of strange, underwater light-pulses.
  • The Juggernaut's Heart: Grom's flagship is failing due to a corrupted Aether-core. He needs the party to infiltrate Steamfort and steal a new, heavy-duty engine to keep his floating fortress afloat.