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Grendel

This lurching hulk carries no weapons, but its eyes burn with menace, and its long claws
are caked with blood.
CE Large monstrous humanoid
Init +11 (+24 in swamp terrain); Senses darkvision 120 ft., mistsight, scent, true seeing;
Perception +34 (+47 in swamp terrain)
Aura frightful presence (DC 32, 60 ft.)
DEFENSE
AC 53, touch 25, flat-footed 40 (+3 divine, +28 natural, –1 size, +13 Str)
hp 897 (26d10+754); regeneration 10 (unarmed strikes or natural weapons)
Fort +28, Ref +31, Will +20
Defensive Abilities block attack, dragon blessing, ferocity, nondetection, improved
evasion, unstoppable; DR 10/cold iron and epic; Immune ability damage and drain, charm,
cold, compulsion, death effects, disease, energy drain, fear, poison, death from massive
damage; Resist acid 30, electricity 20, fire 10, Terrestrial Hazards; PR/SR 39
OFFENSE
Speed 50 ft., climb 20 ft., swim 30 ft.; swamp strider
Melee bite +41 (4d10+13), 2 claws +41 (3d10+19/17–20x3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood rage, critical mastery, debilitating injury (–2 AC, –10 against
Grendel; –2 attack rolls, –10 against Grendel; or speed ½ and no 5-ft. step), devastation,
feral savagery (gruesome dismemberment), gruesome dismemberment, mythic power
(7/day, surge +1d10), perfect quiet death, pounce, powerful blows (claws), rend (2 claws,
3d10+19), rogue talents (bleeding attack*, crippling strike*, defensive roll, double
debilitation*, emboldening strike*, expert leaper, extinguishing strike*, fast stealth, hide in
plain sight [swamp], hunter’s surprise, improved evasion, opportunist, redirect attack),
sneak attack +13d6, terrible grappler
Spell-Like Abilities (CL 29th; concentration +38)
Constant—nondetection, true seeing
STATISTICS
Str 36, Dex 19, Con 26, Int 15, Wis 15, Cha 22
Base Atk +26; CMB +43 (+73 grapple); CMD 56
Feats Cleave, Combat Reflexes, Cornugon Smash, Great Cleave, Great Fortitude,
Improved Critical (claws), Improved Initiative, Intimidating Prowess, Power Attack,
Signature Skill (intimidate), Toughness
Epic Feats Good Fortitude, Epic Toughness
Skills Acrobatics +20 (+54 when jumping), Climb +53, Disable Device +4 (+13 using
monster in the night), Intimidate +51, Perception +34 (+47 in swamp terrain), Stealth +44
(+57 in swamp terrain), Swim +53 (+66 in swamp terrain), Survival +21 (+34 in swamp
terrain); Racial Modifiers +13 Perception, Stealth, Swim, and Survival checks in swamp
terrain, +8 Stealth
Languages Common, Giant
SQ display of strength, hold breath, lurker, marshwight, might, mythic, monster in the night,
muscle memory, swift tracker, virtual size category +1
Gears dragonskin bag of grendel

SPECIAL ABILITIES

Block Attack (Ex)


When an opponent makes a melee attack against Grendel, it can expend a use of an
attack of opportunity to attempt to parry that attack. The Grendel makes an attack roll as if
it was making an attack of opportunity; for each size category the attacking creature is
larger than the Grendel, the monster takes a –2 penalty on this roll. If its result is greater
than the attacking creature’s result, the creature’s attack automatically misses. The
Grendel must declare the use of this ability after the creature’s attack is announced, but
before its attack roll is made. Upon performing a successful parry, the Grendel can make a
free melee attack against the creature whose attack it parried consuming another attack of
opportunity, provided that creature is within its reach and it has at least one other attack of
opportunity still available that round.

Critical Mastery (Ex)


When Grendel confirm a critical hit with its claws, the opponent takes 1 point of Con bleed
each round (this bleed can be stopped as a normal bleed) and must make a DC 39
Fortitude save or become exhausted. The save DC is Strength-based.

Devastation (Ex)
As a full-round action, Grendel can assault a structure, dealing 15d10+51 points of
damage to the structure in that round.

Display of Strength (Ex)


As a free action, Grendel can expend one use of mythic power to attempt a feat of
Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength
ability check (including Disable Device while using monster in the night). Alternatively,
Grendel can use this ability to apply a +20 circumstance bonus to its Strength score for a
number of hours equal to its mythic tier for the purpose of determining its carrying capacity.

Divine Traits (Monster of Legend) (Ex)


As a monster of legend, Grendel gains a +3 divine bonus to: armor class; attack rolls;
checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any
special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Grendel’s natural attacks or any weapons it wields, are treated as epic for the purpose of
overcoming damage reduction. A monster of legend does not age but requires food and
drink to sustain itself unless its type of sheet state otherwise.

Dragon Blessing (Ex)


Grenden was blessed by a polychromatic dragon who took note of his propensity to cause
destruction and suffering. It is immune to physical damage to hit points not generated with
a spell, spell-like ability, supernatural ability, or psionic power (like weapons or natural
weapons) unless the originator is mythic. Non-mythic attacks can only damage Grendel if
they have the ability to overcome epic damage reduction, like with a +6 weapon or the
Godslayer ability of an Elder Wyrm. Grenden is not immune to physical damage caused
with grappling.

Feral Savagery (Ex)


When Grendel successfully use Gruesome Dismemberment it can immediately attempt a
claws attack against an opponent. This attack is made using Grendel’s full base attack
bonus, plus any modifiers appropriate to the situation. This additional attack doesn’t stack
with similar means of gaining additional attacks, such as the haste spell.

Grant Spells
Grendel can grant spells of 7th level or less. It grant access to the domains of Destruction,
Evil, and Strength and to the subdomains of Catastrophe, Fear, Ferocity, Hatred, and
Rage.

Gruesome Dismemberment (Ex)


When Grendel successfully holds a creature he has grappled, he may attempt to
dismember that creature. He attempts a grapple check; if successful, his target takes
double his normal claw damage and the attack pulls off one of the target’s appendages
(arm, hand, leg, tail, wing etc.) other than the head. The target is staggered by the pain
until it receives magical healing (or until it recovers to full hit points by natural means), and
takes 1d4 Constitution bleed each round (this bleed can be stopped as a normal bleed). A
creature with only one an arm cannot perform actions requiring two arms or two hands. A
bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied
its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is
reduced to half normal speed. At the GM’s discretion, creatures with more than four legs
affected by this attack may be able to move at normal speed. A creature with two wings
reduced to only one cannot fly or glide. At the GM’s discretion, creatures with more than
two wings affected by this attack may be able to fly or glide. The staggered is a pain effect.

Lurker (Ex)
Grendel ignore all size penalties to Stealth checks and instead gains a +8 bonus to Stealth
checks. Also, Grendel can expend one use of mythic power to treat a Stealth check as if it
had rolled a natural 20. It must decide to use this ability before making the roll.

Marshwight (Ex)
Grendel gains a bonus on Initiative checks and Perception, Stealth, Swim, and Survival
checks equal to ½ its racial HD in swamp terrain, and it cannot be tracked in such an
environment.

Mistsight (Ex)
Grendel can see through fog, mist, and murky water as if they were perfectly clear,
ignoring the miss chance for these obstructions, up to its normal range of vision.

Might (Ex)
Grendel deals d10's for base damage dice of all melee, natural weapon, and unarmed
attacks with virtual size categories, and its damage dice cannot go below this dice but this
cannot increase to more dice than its HD.

Mythic (Ex)
Grendel has Mythic Power (7/day, Surge +1d10) and counts as a 7th-rank Mythic creature.
Grendel, instead of being able to spend mythic power for use the mythic version of spells
or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it
also adds a Surge die to that attack’s damage roll. This is not an action and does not
require him to expend any additional uses of Mythic Power to use this ability.
Monster in the Night (Ex)
Grendel gains the sneak attack, debilitating injury, and rogue talents (including advanced
talents) as an unchained rogue, using its racial HD as its rogue level. Grendel may make
Disable Device checks untrained and can use Strength as the key ability for Disable
Device rather than Dexterity. When he does, if its check succeeds, it breaks the device
and it cannot be re-locked or reset. Grendel may not study a trap and bypass it without
disarming it. In addition, Grendel can use its claws as lock picks and it’s not penalized for
lacking thieves’ tools.

Muscle Memory (Ex)


Grendel may add its Strength modifier to its AC and to Reflex saves instead of its Dexterity
modifier. Grendel’s Strength bonus to its AC is still limited by its armor’s maximum
Dexterity bonus.

Perfect Quiet Death (Ex)


When Grendel kills a Huge or smaller creature during a surprise round, it can also make a
Stealth check, opposed by Perception checks of those in the vicinity to hide the body
inside its dragonskin bag and prevent them from noticing the death and disappearance of
their companion. If successful, those nearby not even notice that the target is disappeared
for a few moments, allowing Grendel to avoid detection.

Swamp Strider (Ex)


Grendel suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and
undergrowth.

Swift Tracker (Ex)


Grendel can move at its normal speed while using Survival to follow tracks without taking
the normal –5 penalty. Grendel takes only a –10 penalty (instead of the normal –20) when
moving at up to twice normal speed while tracking.

Terrible Grappler (Ex)


Grendel never gains the grappled condition if it is in control of the grapple. Grendel can
grab creature of any size, ignore freedom of movement or similar effects that prevent
grapple and gains a bonus on grapple check equal to the victim size bonus to CMD.
Finally, Grendel BaB is double when calculating its bonus to grapple checks (this does not
stack with the Legendary Warrior Cosmic Ability).
Unstoppable (Ex)
Grendel can expend one use of mythic power as a free action to immediately end any one
of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed,
dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated,
panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. All other
conditions and effects remain, even those resulting from the same spell or effect that
caused the selected condition. Grendel can use this ability at the start of its turn even if a
condition would prevent him from acting.

Dragonskin Bag of Grendel


Aura: Faint transmutation; CL 5th
Slot: none; Price: 18,000 gp; Weight: 8 lbs.
This large sack is crafted from the hides of black dragons and swamp serpents. The bag
acts like a bag of holding (type IV), with the exception that it does not open into a non-
dimensional space. Instead, any item placed inside the bag is shrunk to 1/16 normal size.
This bag does not shrink living creatures or spell effects. If dispelled, all objects within the
bag immediately return to normal size, ruining the bag. The bag can no more than 1,500
lbs. of material, although the bag’s weight never exceeds 8 lbs. This bag can be placed
inside a nondimensional space such as a bag of holding, but it cannot be further reduced,
such as through a glove of storing.
Requirements: Craft Wondrous Item, shrink item; Cost: 9,000 gp

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