Goron Hero (5e Creature)

From D&D Wiki

Jump to: navigation, search

Goron Hero[edit]

Medium humanoid (goron), lawful good

Armor Class 17 (natural armor)
Hit Points 95 (10d8 + 50)
Speed 20 ft.

20 (+5) 14 (+2) 20 (+5) 9 (-1) 13 (+1) 14 (+2)

Saving Throws Str +8, Con +8
Skills Athletics +8, Insight +4, Perception +4
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons not made of adamantine
Senses darkvision 60 ft., passive Perception 14
Languages Common, Goro
Challenge 6 (2,300 XP)

Courage. The goron has advantage on saving throws against being charmed or frightened.

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 Fortitude. The goron has advantage on Constitution saving throws, unless it would otherwise have disadvantage.

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.


Multiattack. The goron makes three melee weapon attacks, or uses its Bomb action twice.

Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used in two hands.

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 16 Dexterity saving throw or take 10 (3d6) thunder damage. If the bomb is thrown more than 20 feet away from the goron, the creature(s) have advantage on this saving throw.

Goron Spiked Roll (Recharge 5-6). The goron rolls rapidly up to 60 feet, ignoring difficult terrain during this movement. This movement doesn't provoke opportunity attacks. If it uses this movement to move at least 20 feet towards a creature, it can use a bonus action to make a special melee weapon attack against that creature, with +5 to hit and a reach of 5 feet. On a hit, the target takes 15 (2d6 + 5) bludgeoning damage plus 14 (2d8 + 5) slashing damage, and must succeed on a DC 16 Strength saving throw or be knocked prone.


Parry. The goron adds 3 to its AC against one melee attack that would hit it. To do so, the goron must see the attacker and be wielding a melee weapon.

The ghost of Darmani, a legendary goron hero. Source

See Goron (5e Race).

The pinnacle of goron strength, a champion of this caliber is likely the pride of its tribe. This hero is capable of shrugging off all but the most devastating of blows, and dishing back punches powerful enough to shatter stone. He has even mastered the goron roll—able to grow jagged stone spikes from his rolling body to not only provide traction, but make the attack even more deadly.

See also[edit]

  • Goron, a goron commoner without particular training or skill for battle
  • Goron warrior, a capable fighting goron, like a goron hero might once have been
  • Goron caster, a goron that specializes in casting sage spells
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiaryGoron

This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!