Grawp

Grawp acts as an additional member of your team who can interact with both the Bludgers and the Quaffle. He can be tackled and beat (if beat, Grawp returns to the Keeper Zone line). Grawp receives a +4 to strength and -2 to accuracy  and -2 to agility. Passes can be made freely to and from Grawp (with -2 accuracy, Grawp can only pass with 4 spaces in between him and the target). Grawp is vulnerable to the effects of all other Magical Beasts. Grawp may enter either Keeper Zone. Movement for Grawp does not use the default 3 spaces for Magical Beasts, but one of your 3d6 for regular movement (treat Grawp as one of your characters).

Grawp remains in play until the Snitch is caught and can be used every turn.