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Nerdarchy > Uncategorized  > Let the earth tremble from this Fantastical Mount – The Gravelmule
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Let the earth tremble from this Fantastical Mount – The Gravelmule

Subclass Spotlight: Operative of the Hollow Veil (Rogue)
When Haven Returned: The City of Secrets and Its Shadows

Gravelmulefantastical mounts


Where other beasts balk, the gravelmule digs. Through rock, ruin, and rubble, these stone-skinned behemoths clear the path for progress—or bury those foolish enough to stand in their way.

The Gravelmule is a beast of burden shaped by the earth itself. Found primarily in mountain passes, abandoned quarries, and deep-earth caverns, these squat, broad-backed creatures resemble a cross between a donkey, a badger, and a walking stone. Their thick hides are caked in sediment and crystal deposits, their hooves glow faintly with geomantic resonance, and their noses are blunt, hammer-like tools used for shoving through collapsed tunnels and rubble-strewn trails. Last time we made an interesting Ram. Check it out here.

Slow but relentless, gravelmules are prized by dwarves, deep gnomes, and underdark expeditions for their endurance, obedience, and tunneling ability. What they lack in elegance they make up for in unwavering purpose.


Tunneler, Tracker, Companion

Gravelmules don’t just walk the world—they reshape it. Their broad, flat claws and reinforced snouts allow them to burrow through earth and stone, leaving behind narrow tunnels that can serve as temporary passages or escape routes. Their movements are accompanied by rhythmic, seismic hums—a resonance felt more than heard.

Most gravelmules form strong bonds with their handlers, responding to humming cues or foot taps passed through stone. A skilled rider can “sing” instructions through boots on rock, and the gravelmule will obey without ever hearing a voice.

Though not swift, gravelmules never tire, continuing their trek long after horses or oxen would collapse. They thrive in subterranean darkness and can “smell” minerals buried in the ground, making them invaluable to miners, treasure hunters, and spelunkers.


Trade Goods and Usage

Gravelmules excrete small amounts of crystalized mineral shards—waste product from the stones they digest. Alchemists and artificers covet these shards, which may contain trace amounts of valuable metals or magically reactive ore. A gravelmule produces 1–3 shards per week, each valued at 20 gp when sold to a proper buyer.

Additionally, their hoof-crystals glow faintly in darkness, providing low ambient light, and are sometimes harvested after death for use in low-grade tremorsense devices or underdark lanterns.


Gravelmule

Large beast, unaligned


Armor Class 16 (stone hide)
Hit Points 70 (8d10 + 24)
Speed 30 ft., burrow 20 ft.


STR 20 (+5)
DEX 9 (–1)
CON 17 (+3)
INT 3 (–4)
WIS 12 (+1)
CHA 6 (–2)


Skills Athletics +7, Perception +3
Damage Resistances bludgeoning, piercing from nonmagical weapons
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13
Languages
Challenge 3 (700 XP)


Traits

Earthsense. The gravelmule can detect vibrations and movement through stone and earth. It knows the location of any creature in contact with the same ground within 30 feet.

Tunnel Bore. The gravelmule can burrow through solid stone at half speed, leaving behind a narrow tunnel just wide enough for Medium or smaller creatures to follow.

Surefooted. The gravelmule has advantage on Strength and Dexterity saving throws made to resist being pushed, tripped, or moved against its will.


Actions

Shove Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. If the target is on the ground, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Dig Charge. Recharge 5–6. The gravelmule burrows up to 10 feet and emerges beneath a target within 10 feet, forcing the creature to make a DC 13 Dexterity saving throw or take 14 (3d6 + 4) bludgeoning damage and be knocked prone.


Steps to Training a Gravelmulefantastical mounts, skyray

Gravelmules are not temperamental or dangerous, but they are focused to the point of stubbornness. A rider must learn how to guide rather than command. Yelling does little. Taps, vibrations, and rhythmic beats are how they listen.

Most gravelmules are raised in mining colonies and respond best to steady routines and familiar ground. If disoriented, they may tunnel toward familiar minerals or vibrations, even if it disrupts their surroundings.


Task DC (Untrained) DC (Trained)
Tunnel through rubble 14 9
Respond to foot-tap command 16 11
Carry extra load 12 8
Ignore minor cave-in 17 13
Flee (in combat) 14 10
Flee (out of combat) 10 6

Cost and Gear

  • Cost (trained): 800 gp

  • Availability: Common in dwarven strongholds, rare above ground

  • Custom Gear: Requires a stone-plated yoke harness (weight-distributed and reinforced), typically costing 200 gp

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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