Darkwood Grim
The Darkwood grim regains 10 Hit Points at the start of its turn. If the Darkwood grim is hit with a “dispell magic” and “remove curse” in the same turn, this trait doesn’t function at the start of the Darkwood grim’s next turn. The Darkwood grim is destroyed only if it starts its turn with less than 0 Hit Points and doesn’t Regenerate. If it is less than 0 hit points, Darkwood grim will meld into environment to escape.
Actions
Paralysis Gaze attack @ all within 120’
On Any Hit - save vs poison or rotting disease d4/rnd At death, becomes minor Grim (4HD)
Legendary Actions
Darkwood Grim
A giant shambling mass of vegetation, sticks, bones, and other body parts held together by dark magic. The Darkwood grim is a result of evil rituals gone awry.
It will hunt down magic users, and anyone else if has come into combat with, sensing them up to 12 miles away. It will bide its time, but will never stop hunting.
It grows stronger with every kill and will often hunt 1HD wildlife to grow stronger before resuming the hunt for it’s foes.
Once a Grim reaches 20 HD, it’s presence will be felt by all magic using creatures within 1000’ radius and they must save vs fear or flee.
Duplication and Templates
Want to make a new design starting from 'Darkwood Grim'? Want to apply a template?