Grimgrin, Corpse-Born
Crafted by the notorious Geralf, an infamous stitcher of some renown, Grimgrin is considered by the alchemist to be his ultimate work. Pieced together from only the finest parts of nearly two dozen dead bodies, Grimgrin is likely the most dangerous skaab to ever walk Innistrad.
Unique Construction Much of the danger posed by Grimgrin is not only in the monster's hideous strength but also in the ingenious method used to power its movements. Beneath the burly, lumpy exterior of Grimgrin's skin and muscle sits a powerful feat of engineering- a special alchemical engine, designed by Garalf himself.
This specialized engine fuel's Grimgrin's movements without the need for viscus vitae, the classic, but expensive, animating essence of Geralf's other skaabs. Instead of viscus vitae, the engine inside of Grimgrin's body allows it to convert raw flesh and blood into energy, with the resulting exhaust spewed from a small hole in Grimgrin's chest, right where its heart would normally be located.
Grim General Grimgrin was originally crafted by Geralf as the lynchpin of his plan to conquer Thraben, and turn it into the seat of power for his new, undead empire. For this attack, Grimgrin would serve as the general of a massive army of undead, leading the zombie swarm at its head. By allying himself with his sister, Gisa, a notorious ghoulcaller, Geralf would have an army made of both ghouls and skaabs.
Though his plan nearly succeeded, and Geralf was able to successfully assassinate his cousin Mikaeus, the High Lunarch of the Avacynian Church, the undead army was routed at the last minute. Thalia, now known as the famous Defender of Thraben, was able to lead her Cathar forces in a last-ditch effort to ignite the army as it swarmed between Thraben's inner and outer walls. Grimgrin was caught in this blaze, and though the flames were not enough to kill it outright, without the army at its back, the Cathars were eventually able to subdue the necromantic horror.
Grimgrin, Corpse-Born
Crafted by the notorious Geralf, an infamous stitcher of some renown, Grimgrin is considered by the alchemist to be his ultimate work. Pieced together from only the finest parts of nearly two dozen dead bodies, Grimgrin is likely the most dangerous skaab to ever walk Innistrad.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 28d10+196 | ||
Speed | 45ft. | ||
Strength | 22 (+6) | ||
Dexterity | 10 (+0) | ||
Constitution | 24 (+7) | ||
Intelligence | 3 (-4) | ||
Wisdom | 14 (+2) | ||
Charisma | 6 (-2) | ||
Saving Throws | Strength d20+12 | Constitution d20+14 | Wisdom d20+9 |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 12 | |
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 17 (18,000 XP) | ||
Special 1 | Paitent Defense | At the start of each round, | attacks made against Grimgrin have |
disadvantages until it takes an action, | bonus action, or reaction | ||
Special 2 | Slow-Acting | When Grimgrin takes an action, | its speed becomes 0 until it uses its gorge reaction |
Special 3 | Undead Fortitude | If damage reduces Grimgrin to 0 hit points, | it must make a Constitution saving throw |
with a DC of 5 + the damage taken, | unless the damage is radiant or from a critical hit. | On a success, the zombie drops to 1 hit point instead | |
Action 1 | Multiattack | Grimgrim makes two attacks with its hook | |
Action 2 | Hook | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 3d10+6 bludgeoning damage | ||
Action 3 | Chain Hook | Ranged Weapon Attack | d20+12 to hit |
Range 20ft., one target | Hit 2d8+6 piercing damage, | and the target is pulled up to 15 feet towards Grimgrin | |
Reaction | Gorge | Whenever a creature within 20 feet of Grimgrin is killed, | Grimgrin can use its reaction to pull the |
dead creature toward it and swallow the body, | causing it to regain 2d10 hit points and gain | a cumulative +1 bonus attack and damage rolls | |
Legendary Actions | Grimgrin, Corpse-Born can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | Grimgrin regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Hook | Grimgrin makes a single hook attack | |
Legendary Action 2 | Chain Hook (Costs 2 Actions) | Grimgrin makes a single chain hook attack | |
Legendary Action 3 | Whirligig (Costs 3 Actions) | Grimgrin swings its massive hook in a single-wide arc, | forcing each creature in a 20-foot cone to make a Dexterity saving throw. |
A creature that fails this saving throw takes 2d10 bludgeoning damage, | or half as much damage on a successful save |
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