Obly99
Hero
For this version I use the base PF1 version (Grendel – d20PFSRD) and the version of 3.5 from the Dragon Magazine #329 updated to PF1 (https://thecreaturechronicle .tumblr.com/post/128570566264/beasts-of-beowulf)
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. Grendel makes an attack roll as if it was making an attack of opportunity; for each size category the attacking creature is larger than 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. 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, 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
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. Grendel makes an attack roll as if it was making an attack of opportunity; for each size category the attacking creature is larger than 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. 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, 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
Attachments
Last edited: