Illustration Xan Drake

Darkwood Grim

petermgroman
Challenge 10
(5,900 XP)
Robinloft Estimated CR 6
Large monstrosity, unaligned
Armor Class 23 (natural armor)
Hit Points 94 (9d10+45)
Speed 30 ft., swim 30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
0 (-5)
Saving Throws
Skills
Damage Resistances fire, lightning
Damage Immunities necrotic, poison, psychic; piercing and slashing from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses blindsight 120 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 10
Languages
Environments forest, swamp, underwater
Regen.

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.

Innate Spellcasting. The darkwood grim's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

Multiattack. 2 Swipes for d10 + 1 bite for 2d10
Gaze (1/Day).

Paralysis Gaze attack @ all within 120’

Rotting Touch.

On Any Hit - save vs poison or rotting disease d4/rnd At death, becomes minor Grim (4HD)

Legendary Actions

The darkwood grim 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. The darkwood grim regains spent legendary actions at the start of its turn.
Growth. The Grim gains 1 HD for every 5 HD of creatures it kills by absorbing their bodies.

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.

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