
Let the earth tremble from this Fantastical Mount – The Gravelmule
Gravelmule
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 Gravelmule
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
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Cost (trained): 800 gp
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Availability: Common in dwarven strongholds, rare above ground
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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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