Goron (5e Creature)
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Medium humanoid (goron), lawful good
Breathless. The goron has no need to drink water, and can hold its breath indefinitely. While it holds its breath for longer than it would otherwise be able, it has disadvantage on all ability checks and attack rolls.
Goron Roll. When the goron takes the Dash action, its speed increases by 40 feet instead of 20 feet. If it takes the Dash action and moves at least 20 feet, it can make a punch attack as a bonus action.
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
See Goron (5e Race).
Compared to most civilized humanoids, gorons are built for battle. Any adult can throw a punch that hits harder than a typical hylian's club, and can take warhammers to the bare chest. These statistics can represent any goron adult not of elderly age, but a trained soldier should use the statistics of a goron warrior.
Variant: Goron Bomber
The art of hurling bombs in combat is relatively common among gorons. A goron bomber gains the following action:
- Bomb. The goron throws a lit bomb anywhere within a range of 60 feet. Any creature within 5 feet of where the bomb lands must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) thunder damage. If the bomb is thrown more than 20 feet away from the goron, any creature has advantage on this saving throw.
The Challenge Rating of this variant increases to 1 (200 XP).
- Goron warrior, a goron armed and trained for a serious battle
- Goron hero, a goron warrior of great skill
- Goron caster, a goron that specializes in casting sage spells