The Scholar of Wexos was almost caught by surprise as the huge beast tore through the brick wall as if it were made of paper. A large, hairy fist groped through the rend in the wall. The illusionist threw a spell that caused a brilliant light to blaze in front of the creature’s face, causing it to roar in anger and retract its arm.
“Koram, I need your sword in here!” yelled the Scholar of Wexos.
Nysser appeared and began shooting arrows into the gap in the wall. Enraged howling came from outside, filling the night air with dread.
As Koram arrived the whole side of the wall collapsed, revealing a trio of overly muscled ape-like brutes. All three of these fiendish creatures grinned evilly, revealing sharp fangs. Koram drew his Crystal Sword.
“Chalk, Knat, and really, anyone else, help!” the fighter yelled as the behemoths advanced.
Valance sent a half a dozen large spiders skittering at the hairy marauders while Chalk cast a spell that spun the three monsters in the other direction.
No. Enc.: 1 (1d4)
Movement: 120′ (40′)
Armor Class: 4
Hit Dice: 6
Damage: 1d10+2 (two-fisted pummel), 1d8+4 (bite) or 1d12+2 (“bear hug” squeeze, counts as two attacks)
Hoard Class: VI
Creatures released either from some infernal plane or a realm full of wild beasts and monsters, the Brawling Garant is a slavering nightmare to encounter out in the wild. Standing around eight feet tall, but usually leaning forward to knuckle-walk (which reduces its height to around six feet) and having an overly muscled upper body and torso topped by a fiendish gorilla-like head with a mouth full of fangs, the Brawling Garant is a fearsome creature to behold.
More intelligent than they look, Brawling Garants sometimes wear bracers or other jewelry that will enhance their strength even more, but they very rarely ever use weapons or armor. These monstrosities are intelligent enough to work with others and sometimes hire themselves out as mercenaries to creatures like the Jiresko Dream People (q.v.), hobgoblins, or most other sentient creatures willing to pay and put up with them, except for ape-men (q.v.) whom they consider weak, overly civilized and beneath contempt. A Brawling Garant will be easily distracted by any ape-men it sees and will attack them on sight. Three times per day a Brawling Garant may unleash a frightening roar that causes Terror (anyone in close proximity, roughly 120′, must make a saving throw versus paralysis at -1 or try to flee the area).