Church Grim (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Church Grim[edit]

Medium undead, neutral good


Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 17 (+3) 10 (+0) 19 (+4) 14 (+2)

Saving Throws Str +9
Skills Athletics +9, Insight +7, Perception +7
Proficiency Bonus +3
Damage Immunities necrotic, poison, radiant
Condition Immunities charmed, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Celestial, understands Common but can't speak it, telepathy 60 ft.
Challenge 6 (2,300 XP)


Incorporeal Movement. The church grim can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. The church grim's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: pass without trace (self only), toll the dead
3/day each: blur, fear, spare the dying (30 foot range)
1/day: eyebite

Sunlight Sensitivity. While in sunlight, the church grim has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The church grim makes two attacks: one with its bite and one with its claws. It can then use its Disappear if it is available.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Disappear (Recharge 5-6). The church grim casts pass without trace, then takes the Hide action.


Houn-53_-_The_coal-black_Hound_%28Hound_of_Baskervilles%29.jpg
Credit: Sidney Paget, *The Hound of the Baskervilles*

A church grim is the spirit of the first being to be buried in a sacred place, such as a graveyard, which in death is charged with protecting all of the rest of the creatures buried there, and assisting them in crossing over. It is a thankless job, not being able to go to the afterlife, but an important one. Many people would not want this job to befall them or their loved ones, and therefore bury a creature that wasn't sentient in life. In death, its spirit most commonly takes the form of a large black dog.

History. On Earth, church grims first appeared in English and Nordic folklore. They guard graveyards against all those who would threaten or desecrate them. A common belief in modern Earth is that they are a portent of evil, but a simple read of their folklore proves otherwise.

Undead Nature. A church grim doesn't require air, food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures