Attributes
DEX: 5 | STR: 13 | TOU: 15 |
PER: 2 / 3 | WIL: 8 | CHA: 5 |
Initiative: 5 | Physical Defense: 6 (see below) | ||||
# of Attacks: 1, kick or trample | Spell Defense: 5 | ||||
Attack: 8 | Social Defense: 12 | ||||
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Armor: 10 (10 all) | ||||
# of Spells: (1) | Mystic Armor: 2 | ||||
Spellcasting: 12 (spit) | Knockdown: 17 | ||||
Effect: 12 | Recovery Tests: 5 | ||||
Death Rating: 100 | Combat Move: 30 | ||||
Wound Threshold: 16 | Full Move: 40 | ||||
Unc. Rating: 85 |
Powers: Acidic Spittle-12, with the ranges of 5/10/30 yards (spellcasting), Earthquake-12.
* PD: Since the Dormah is "armored" nearly everywhere, an extraordinary successlevel is needed to make an armor-defeating hit (that's a 17).
Legend Points: ~1.000 (depends on situation)
Equipment: None
Loot: The tough hide of an gormah may be used to create up to two dozen man-sized suits of hide armor. Selling this armor is worth 25 Legend Points apiece.
Commentary
Gormah are peaceful, dumb giants, standing around 12 feet in height and weighing much more than a small tribe of obsidimen.
They look like a small, grey, slow moving hill on four incredibly fat stumpy legs. Their heads are small, earless, with round, yellow eyes and a broad, silly looking grin. (elite models also come with a small brain)
Gormah are native to tropical regions and can survive only there. They prefer to stand in the water all day and eat leaves, trees or any animal who happens to sit on the tree the Gormah is just eating (they are herbivores however, eating animals is a "mistake").
Gormahs may also be trained by any beast master to serve as a beasts of burden, although they are quite difficult to train (thanks to their high SoD). When fully trained the Gormah can perform such simple commands as - move, stop or turn and are usually fiited with a howdah (I hope it's named that way, if not I mean a big saddle) in which 6 man-sized persons can easily ride. (Up to 2000lbs)
If PC's try to tame a Gormah (even adult Gormah's can be trained) take into account the size difference of trainer and trainee, the combination troll - Gormah works much better than Gormah - windling, because Gormah tend to ignore everything which is smaller than 4 feet.
In Combat, Gormah tend to kick its opponent with its massive feet. The Gormah (if really annoyed) can also jump (about one or two feet) in the air which gives roughly the same effect as earthquake with a strength of 6 on the Richter-scale in a radius of 30 feet centered on the Gormah. Roll the Gormah's Earthquake step, this becomes the target number for the all characters knockdown test within the area of effect. In the round following the earthquake the Gormah will try to trample everyone lying on the ground. Note that this ability can be prevented by a beastmaster "steering" the Gormah only on a good success in an animal handling test. (Must be funny to sit on a jumping hill)
In addition to that Gormahs may spit some of their stomach fluids which are quite agressive upon skin contact. Anyone hit by the spittle suffers step 12 damage in the first round, step 8 in the next and step 4 in the final round, although the acid may be washed away with alcohol it is resistant to water. Armor is of little use to the victim of such an attack, except perhaps a crystal or other plate armor. If not removed with alcohol within a day the victim will soon suffer from blood-poisoning and waste away in a few days.