Ghurmaz

Large

Giant

CR 6

Chaotic Neutral

Ghurmaz

Chain-Broken Giant

A hulking, ash-skinned giant wrapped in spools of rusted iron and snapped manacles, Ghurmaz moves with the slow patience of a force of nature. Where it walks the ground buckles and old chains rattle like bones, and its broken manacles clatter against stone as if remembering a confinement that no longer holds. It is not mindless; there is a bitter intelligence in the slit-like eyes and an old hunger that drives it to pull apart the living and the built alike.

Stat block

Armour

15

natural armor and layered iron bindings

Hit points

111

13d10+39

Speed

40ft

Challenge

6

2,300 XP

STR

16

+3

DEX

12

+1

CON

16

+3

INT

8

-1

WIS

12

+1

CHA

10

+0

Saving throws

STR +6

Skills

Athletics +6

Senses

darkvision 60 ft., passive Perception 11

Languages

understands Common but can't speak

Actions

Multiattack. The Ghurmaz makes two Slam attacks or one Slam and one Chain Lash.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

Chain Lash. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14) as spectral manacle-iron lashes out and binds the limb. While grappled this way the target takes 9 (2d8) necrotic damage at the start of the Ghurmaz's turn as the chains sap vigor.

Lore

Ghurmaz are said to be the remnants of titans once bound by forgotten kings after they tried to rend the first civilized walls. The ‘chain-broken’ are not a separate species so much as the name given to those giants who have torn their restraints and kept the bindings as both trophy and tool. They appear near ruined keeps, bridgeworks, and old prisons — places where iron once held power over flesh. The Order of Hollow Chains, a small guild of ruin-wards and salvage-scholars, keeps detailed (and macabre) ledgers of the locations where a Ghurmaz left a trail of uprooted gates and snapped bollards. Scholars such as Magister Halvor of Kestrel Spire argue the bindings themselves curse their wearers with a lingering hunger; the iron absorbs the memory of confinement and feeds a loneliness that panics into violence. Folktales among riverfolk tell of a single, massive manacle hung in the rafters of the Temple of Lorn — they call it the Heart-Shackle and whisper that a Ghurmaz once clawed through the sky to claim it. The giants fear concentrated steel and wards of binding runes; hunters who know this sometimes bait a chain-broken with old shackles to lure it into traps — a dangerous gambit, for the giant's cunning is born of centuries of servitude and survival.

Appearance

Imagine a towering humanoid roughly the height of a two-story doorway, skin like weathered granite with veins of iron-gray, cheeks stringed with old rust stains. Its forearms are thick as tree trunks and rimmed with jagged teeth of broken manacles fused into scar tissue. Chains coil from its shoulders and hips like the tattered remains of armor, some links fused to bone, others slack and swinging. Its head is broad and low, a flattened crown where a circlet of iron is welded into the skull; the eyes are small, ember-bright pits. Fingers are long and callused, tipped with blackened nails. Textures alternate between pitted, crusted metal where chains bite into flesh and smoother, scarred patches where the iron once bore weight. Scale: the figure should be shown in full standing beside a human — the giant’s shoulder is well over a tall human’s head, and a doorway reaches only to its waist. The background is plain white so every contour line and crosshatched shadow on its skin and chains reads clearly.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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