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