by Thistle Nimblefoot
 Climate/Terrain: Hills
 Frequency: Very Rare (4% chance)
 Organization: Community
 Activity Cycle: Day
 Diet: Omnivore
 Intelligence: Highly Intelligent (13-14)
 Treasure: pretty much anything
 Alignment: Chaotic Good

 No. Appearing: 3-27
 Armor Class: 6
 Movement: 8
 Hit Dice: 2d8
 THAC0: 17
 No. of Attacks: 1
 Damage/Attack: 1d8 Axe, 2d6+2 Spikes
 Special Attack:
 Special Defences: Spikeball
 Magic Resistance: immune to poison
 Size: Medium-Sizes
 Morale: Meshuga (17)
 XP Value: 400
General Introduction: The grombtz is a rather large, intelligent creature, which looks somewhat like a hippo and a porcupine, as it has spikes on its back , and leathery, thick, grey skin. Grombtzes live in nomadic groups, searching for hire, as they are mercenaries.

Combat: Using their huge axes, they slash fearlessly at any foe who dares attack their children, insult their honor, or steals their magic potion, which lends them strength. their huge arms can crush pretty much anything, and if outnumbered or cornered, they won't stop fighting. one of their defense tactics, however, is to roll up into a ball and throw themselves at the enemy, impaling their adversaries.

Habitat/Society: Grombtzes will lend their services to any good-aligned creature with enough money, food and shelter. Grombtzes are incredible blacksmiths and create incredible weaponry, and grombtzian masonry is known all over Krynn. they are close allies of the kender race, and will always rush to defend, should there be a problem. Grombtzes were created in the beginning of the 5th age, when Palin Majere kinda screwed up a spell involving hippo jaws, a human skull, and a porcupine.

Ecology: oh. yes.. dont annoy one.

Wander Home