TEXT: 1
  Creatures of Planescape: Torment
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Gronk
  Huge, squat beasts with powerful legs and a 
  thundering croak, the gronk are also known as 
  “hopping rocks” or “stone frogs.” The ill-tempered 
  beasts pose a threat to the nomadic bariaur tribes 
  that roam the Outlands, and those tribes occasionally 
  mount hunting parties solely to thin the gronk’s 
  numbers. According to the bariaur nomads, gronk 
  have existed on the Outlands for as far back as 
  five bariaur generations. Their numbers have not 
  increased substantially during that time, mostly due 
  to bariaur thinning gronk herds with their rites of 
  passage. A number of planewalkers have sighted the 
  gronk on several Prime worlds as well.
   Violent and Antisocial. When a creature comes 
  within its line of sight, a gronk emits a thundering 
  croak and hops toward the target to smash it to death 
  with its spiked headplate. All gronk are nearly deaf, 
  and bright visual displays irritate them. Tales tell of 
  wizards who cast dancing lights into gronk herds to 
  drive them into a frenzy. This results in the gronk 
  turning on themselves until nearly every member of 
  the herd is dead.
   The gronk are so ill tempered that they can’t 
  even tolerate their own species. Despite their herd 
  mentality, the strength of the herd depends on the 
  gronk’s emotional cycle, and members of a new herd 
  can survive for a week at most before becoming 
  irritated with one another. Soon after, their natural 
  hatred gives way to furious bouts of head smashing. The 
  herd then dissolves and reforms into new herds several 
  months later.
   Unusual Biology. Ironically, the gronk’s hatred 
  of each other propagates their species. A gronk’s 
  reproductive organs are located near its brain, in the 
  spiked carapace over its forehead. The ridged spikes 
  that cover the gronk’s headplate are actually buds 
  that exchange reproductive material when two gronk 
  smash their heads into each other, then subsequently 
  fall off. If a fallen bud touches dirt, sand, earth, or rock, 
  it submerges a few inches beneath the ground, only to 
  burrow forth a few months later as a tiny gronk.
   The gronk have never been seen to eat; it is a mystery 
  how they sustain themselves. A gronk’s lifespan ranges 
  from three to five years. As a gronk ages, its headplate 
  cracks and flakes off until the creature suffers brain 
  failure and dies.
   Valuable Parts. Gronk headplates are often sought 
  after for use in creating shields and armor plating, 
  including for siege towers and shield walls. One bariaur 
  myth talks of gronk headplates being placed upon an 
  enchanted battering ram that could act as a horn of 
  blasting upon any structure, but which needed a huge 
  number of people to carry it.
   The gronk also have bladder-like glands along their 
  necks and upper backs that can be removed with care 
  after a gronk is slain. When treated with the right 
  resins and filled with acid, the gland sacs can be used 
  as grenades, and are known to be extremely effective 
  against fiends.
  Gronk
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 17	(+3)	
  14	(+2)	
  15	(+2)	
  1	(−5)	
  13	(+1)	
  5	(−3)
  Skills Athletics +5, Perception +3
  Damage Immunities bludgeoning from nonmagical attacks
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Hopping Charge. If an enemy is within 45 feet of the gronk, the 
  gronk can increase its speed to 45 feet and use its movement 
  to hop toward that enemy, moving normally through other 
  creatures’	spaces	or	difficult	terrain.	If	it	finishes	this	
  movement next to the original enemy and makes a spiked 
  headplate attack against it, the gronk has advantage on the 
  attack roll.
  Hard of Hearing. A gronk has disadvantage on Wisdom 
  (Perception) checks that involve hearing, but has advantage on 
  saving throws that require it to hear another creature.
  Actions
  Spiked Headplate. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw or 
  be knocked prone.
  
  2
  Creatures of Planescape: Torment
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Grillig
  Grilligs are small, scaled beasts with long arms and 
  hunched legs. Their movement resembles that of 
  gorillas, as they use their arms to propel themselves 
  along. Grilligs are vicious pests and can be lethal if they 
  encounter an expedition unprepared for them.
   Legend has it that grilligs were born from two-
  dimensional angles. But whatever their origin, they 
  are strangely resistant to arrows, spears, swords, 
  and other edged weapons. They can be found in 
  almost any rugged, angular terrain. Chasms, caves, 
  and mountainous areas have been known to run 
  thick with them.
   Pack Tactics. Grilligs have a pack mentality, and their 
  society revolves around finding something larger and 
  meaner than themselves, killing it, and then moving 
  onto a larger, meaner creature. They prefer to weaken a 
  target with ambushes or crude traps (pushing boulders 
  off ledges, causing avalanches, stampeding other 
  creatures over the victim, and so on). They then attack 
  in groups, raising themselves on their forelimbs to lash 
  out with their foot talons, and shredding targets with 
  lightning speed. 
   If all except one member of a grillig pack is killed, the 
  remaining grillig either flees combat or joins another 
  group of grilligs. If cornered before it can flee, a lone 
  grillig hisses and gnashes its teeth, but it does not 
  defend itself from attackers.
   Unknown Natures. It is not known how grilligs 
  breed—more of them simply seem to appear whenever 
  their numbers become too thin. The bariaur root out 
  these pests whenever they find them, but no matter 
  how many they kill, more appear in the later seasons. 
  Grillig
  Medium monstrosity, neutral evil
  Armor Class 13
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 14	(+2)	
  16	(+3)	
  14	(+2)	
  4	(−3)	
  13	(+1)	
  7	(−2)
  Skills Acrobatics +5, Perception +3
  Damage Immunities piercing, slashing
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The grillig makes four talons attacks.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  If actively hunted, the grilligs lie low for a while, 
  then emerge when the hunters relax their guard. 
  Members of bariaur tribes on the Outlands always 
  carry bludgeoning weapons against the threat of a 
  grillig attack. 
   A grillig’s teeth and talons can be used in the creation 
  of magic armor as well as magic arrowheads and 
  spearheads. It is said that secret rituals can give certain 
  weapons the “speed of a grillig,” allowing the wielder of 
  the weapon to make a frenzy of multiple attacks.
  
  3
  Creatures of Planescape: Torment
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Sohmien
  A sohmien resembles a huge horse with a leathery, 
  ashen hide and dead white eyes. Its shoulder 
  blades extend beyond its head and neck, and bone 
  spikes (extensions of its spinal column) sprout from 
  each shoulder.
   Sohmiens leave a trail of mist in their wake, 
  resembling that which shrouds the Hinterlands. The 
  touch of their hooves kills vegetation and can taint the 
  lands they stampede across for years. No one has ever 
  successfully used a sohmien as a mount.
   Sohmien do not eat, sleep, or mate, and their rides 
  are governed by some cycle that eludes scholars. Herds 
  of them emerge from the Hinterlands randomly before 
  returning, and many suspect that they appear only in 
  response to a creature craving vengeance.
   Born of Nightmare. According to legend, the last 
  of the nightmare lords was lured to the Gloom Meet 
  by his subjects, then attacked by fiends who had tired 
  of bartering for permission to use his nightmares. 
  The nightmare lord was driven into the Hinterlands, 
  his body riddled by cold iron spears and arrows. It is 
  believed that where his blood struck the earth, sohmien 
  sprang forth.
   Sohmien hate nightmares and attack them over all 
  other targets. It is said that the ride of the sohmien will 
  not end until they kill every nightmare in existence.
   Sadistic Combatants. Sohmien prefer to start 
  combat at range with their shoulder spines, each of 
  which makes a horrible whistling noise when fired 
  and shrieks when it tastes blood. In close-up combat, 
  a sohmien gores and bites its foes in non-vital areas, 
  allowing a creature to experience as much pain as 
  possible before its eventual death.
   A Thirst for Vengeance. According to myth, sohmien 
  are creatures of vengeance. They can be summoned 
  by any vengeful mage or priest of sufficient power 
  through a long-lost ritual 
  called the sohmien pact. 
  When summoned, sohmien 
  must be ordered to ride, 
  destroying all in the path 
  leading to the creature that 
  has wronged the summoner. 
   The ride ends only when 
  all the sohmien are slain 
  or when they have reduced 
  the offending creature to 
  near death. At that point, 
  the sohmien wait, pawing 
  the ground in the hope that 
  their victim will seek its own 
  revenge by sending them 
  stampeding back to the first 
  summoner. What happens 
  when the sohmien return is 
  unknown, but chronicles talk 
  of the original summoner 
  vanishing, its voice joining 
  the frightful wails that follow 
  the sohmien as they ride 
  from the Hinterlands.
  Sohmien 
  Medium aberration, chaotic evil
  Armor Class 11
  Hit Points 32 (5d8 + 10)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 17	(+3)	
  12	(+1)	
  15	(+2)	
  2	(−4)	
  12	(+1)	
  4	(−3)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Fear Stampede. When six or more sohmien enter combat 
  together in an environment of dim light or darkness, each 
  creature that can see the stampede must succeed on a DC 11 
  Wisdom saving throw or be frightened for 1 minute. A creature 
  that is riding a mount has advantage on this saving throw.
  Actions
  Multiattack. The sohmien makes one gore attack and one bite 
  attack. If either attack hits, it can also make a hooves attack. 
  Alternatively, the sohmien can make three spines attacks.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Spines. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage. This attack is treated 
  as magical.
  
  4
  Creatures of Planescape: Torment
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Trelon
  Trelons originated on one of 
  the Prime worlds and were 
  brought to the Outlands 
  by a sorcerer living on the 
  ninth ring. This sorcerer 
  used them as weapons, 
  transporting them into the 
  Academy of Weavers near 
  Curst, where the trelons 
  murdered the entire school 
  of illusionists in their sleep.
   Trelons have been 
  described as a “mixture of 
  orange and shadow.” They 
  have two long arms that 
  end in curved spikes, two 
  mandibles near the mouth 
  for feeding, and two spindly 
  legs. According to legend, 
  trelons were created to 
  exterminate mages on some 
  long-dead Prime world. True or not, the trelons seem to 
  hate mages and magic in general.
   Deadly Swarms. A trelon swarm is terrible to behold. 
  When they appear, they mob any nearby creature, 
  tearing through their victims like scythes. Trelons 
  attack with their two arm spikes, bisecting a target like 
  a pair of cutting shears. They do not stop until they have 
  killed every non-trelon in sight, but when the fight is 
  done, the mandibles around their mouths scoop up the 
  remains of their victims. 
   Trelons do not like natural light, and torches or strong 
  lanterns can prevent them from attacking. However, 
  magical light drives them into a frenzy, and they attack 
  any opponent using it without hesitation.
   Unseen and All Seeing. A trelon never appears at a 
  distance of greater than 30 feet from other creatures. 
  Targets might thus never know that they are in the 
  middle of a swarm of trelons until the creatures 
  suddenly begin to materialize. How this ability works 
  remains a mystery, but trelons are known to appear 
  primarily in shadowy conditions where there is no 
  natural light. It is likewise not known where they retreat 
  to once they have finished their attacks.
   Some believe that the trelons track creatures by their 
  shadows, their emotions, or the sounds they make. But 
  it is also known that trelons have the ability to track a 
  victim through the use of spells or magic items designed 
  to conceal the user. They are drawn to those protected 
  by invisibility, a cloak of displacement, and similar 
  magic, and can sense targets no matter how well they 
  are hidden. Magical cloaking seems to drive trelons into 
  a rage, and they often attack invisible or cloaked targets 
  before other foes.
   Mysterious Ways. Trelons speak a unique language 
  that consists of soft clicks and chittering noises, which 
  rise to a near-deafening screeching when they strike. 
  Their insect-like nature makes several sages suspect 
  that they may have a hive mentality, but like much that is 
  known about trelons, this is only speculation.
  Trelon
  Large monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  	 15	(+2)	
  13	(+1)	
  16	(+3)	
  7	(−2)	
  16	(+3)	
  7	(−2)
  Skills Perception +7
  Condition Immunities charmed, paralyzed
  Senses truesight 120 ft., passive Perception 17
  Languages Trelon
  Challenge 2 (450 XP)
  Always Hidden. To any creature more than 30 feet away 
  from the trelon, the trelon is invisible and makes no sound. 
  This invisibility cannot be overcome by any mundane or 
  magical means.
  Magic Resistance. The trelon has advantage on saving throws 
  against	spells	and	other	magical	effects.
  Actions
  Multiattack. The trelon makes two claw attacks. If both 
  attacks hit the same target, that target takes an extra 7 (2d6) 
  slashing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
   Trelons are valued for their talons, which are long 
  enough to be used as sword blades and make fearsome 
  mage-slaying weapons when properly enchanted. 
  Likewise, trelon blood is said to be usable in the crafting 
  of unique arrows of slaying meant to kill mages. But 
  incidents have been recorded in which attempts to use 
  trelon blood in magical rituals have instead summoned 
  a swarm of trelons to the scene.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Dragon 16 - Planescape Torment Bestiary 5E.pdf