The grim hound is a hairless canine creature glows with an eerie green light. Its legs are distended with misshapen muscles and its back lined with coarse hairs not unlike a boars. The grim hound’s head is wide and solid, its jaw thick and lined with inward curved fangs. Its eyes sparkle with a measure of intelligence. Its gaze is often kindly unless it spies an undead horror or is commanded to attack. Then the hound is relentless in its pursuit of its prey.
Best Friend, Worst Enemy. If anything, La Contessa knows how to snatch victory from despair. Like any other hunter, the noblewoman often used trained dogs in the field. The loyal creatures not only relentlessly harried prey, sniffed out hiding places, and sensed when the unnatural was nearby long before she did. Her hounds, however, were not very effective against ghosts, specters, wraiths and the like. Their short lives were cut even shorter by these phantasms. La Contessa grew sick of losing her favorite companions and worked tirelessly to invest in dogs with the same false life she enjoyed. Eventually, the alchemist not only succeeded but seeded in her hounds the abilities they needed to exact revenge on the apparitions that had reaped so many of their predecessors.
Church Grim
Large undead (Alchemical), chaotic neutral
Str 16 Dex 15 Con 13 Int 4 Wis 12 Cha 15
Skills Stealth +4, Survival +3
Damage Resistances cold, necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60ft passive Perception 11
Ethereal Sight.
The church grim can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal. The church grim can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Magic Weapons.
The church grim's weapon attacks are magical.
Sense Undead.
The church grim automatically senses any undead creatures within 30ft, even if they are Invisible or otherwise hidden. This ability does not function if the undead creature is under the effects of Nondetection or a similar spell.
Lockjaw.
Creatures restrained in the church grim's maw have disadvantage when attempting to escape that grapple. These creatures also cannot use Plane Shift, Incorporeal, or like abilities and spells. If the church grim begins its turn with a creature in its mouth, it can shake the creature as a bonus action and automatically deal 12 (4d6) bludgeoning damage.Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (4d8+3) piercing damage. In addition, the creature is restrained (escape DC 13). The church grim cannot use its Bite attack while restraining a creature in its mouth.
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