Church Grim (5e Creature)
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Medium undead, neutral good
Saving Throws Str +9
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:
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.
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.