Grorrim The Grinder CR: 21

Huge humanoid undead (gatorfolk vampire), chaotic evil
Armor Class: 16 (natural armor) with 18 (Bracers of Defense)
Hit Points: 306hp (18d12+90)
Speed: 40 ft , swim: 60 ft , climb: 40 ft

STR

23 +6

DEX

12 +1

CON

20 +5

INT

8 -1

WIS

15 +2

CHA

16 +3

Saving Throws: STR +13 1d20+13 , CON +12 1d20+12
Skills:

Athletics +13, Intimidation +10, Stealth +8, Survival +9

Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: exhaustion, frightened, paralyzed, restrained
Senses:

darkvision 120ft,. passive Perception 11

Languages: Common, Draconic
Challenge Rating: 21 ( 33,000 XP)
Proficiency Bonus: +7

Blood Rage. As a bonus action up to four times a day Grorrim can enter a blood rage at the start of its turn. The blood rage lasts for 1 minute or until Grorrim is incapacitated. While blood raging, Grorrim gains the following benefits:

. Grorrim has advantage on strength checks and saving throws.

. When Grorrim makes a melee weapon attack, he gains a +4 bonus to the damage roll.

. Grorrim can make a single melee weapon attack as a bonus action.

. Grorrim can't be charmed or stunned, and is immune to psychic damage.

Brutal Critical. Grorrim rolls one additional weapon damage die when determining extra damage for a critical hit with a melee attack

Legendary Resistance (3/day). If Grorrim fails a saving throw, he can choose to succeed instead.

Misty Escape. When Grorrim drops to 0 hit points outside his resting place, Grorrim transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight. If he can't transform, he is destroyed. While he has 0 hit points in mist form, he can't revert to his original form, and must reach his resting place within 2 hours or be destroyed. Once in his resting place, Grorrim reverts to his original form. He is then paralyzed until he regains 1 hit point. after spending 1 hour within his resting place with 0 hit points, he regains 1 hit point.

Magic Weapon Attacks. Grorrim's weapon attacks are magical.

Reckless. At the start of his turn, Grorrim can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of Grorrim's next turn.

Regeneration. Grorrim regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Grorrim takes radiant damage, this trait doesn't function at the start of Grorrim's next turn.

Shapechanger. If Grorrim isn't in sunlight, he can use his action to polymorph into a huge cloud of mist, or back into his true form. while in mist form, Grorrim can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20ft, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, he can even pass through water. It has advantage on strength, dexterity, and constitution saving throws, and is immune to all nonmagical damage, except the damage it takes from sunlight.

Spider Climb. Grorrim can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire weakness. Grorrim has the following flaws:

. Forbiddance. Grorrim can't enter a residence without an invitation from one of the occupants.

. Harmed by running water. Grorrim is immune to the effects of running water due to his age.

. Stake to the heart. If piercing weapon made of wood is driven into Grorrim's heart while he is Incapacitated in his resting place, Grorrim is Paralyzed until the stake is removed.

. Sunlight Sensitivity. grorrim can withstand up to 1 hour of direct sunlight a day without suffering negative effects, after which Grorrim takes 20 radiant damage when he starts his turn in direct sunlight, disadvantage on attack rolls and ability checks as well as suffers the normal effects of sunlight exposure.

Actions

multiattack. Grorrim makes three attacks, only one of which can be a bite attack.

Claws. Melee weapon attack: +13 1d20+13 to hit, reach 10ft., one creature. hit 13 2d6+6 (2d6 + 6) or 17 2d6+10 (2d6 + 10) slashing damage when blood raging. Instead of dealing damage Grorrim can grapple the target (escape DC 21)

Bite. Melee weapon attack: + 13 to hit 1d20+13 , reach 10ft., one large or smaller creature, or a creature that is grappled by Grorrim, incapacitated, or restrained. Hit: 16 2d10+6 (2d10 + 6) or 20 2d10+10 (2d10 + 10) Piercing damage if blood raging plus 22 4d10 (4d10) necrotic damage. The target's hit point maximum is reduce by an amount equal to the necrotic damage taken, and Grorrim regains hit points equal to that amount. Grorrim can choose to grapple to target (escape DC 21). The reduction lasts until the target finishes a long rest. the target dies if this effect reduces it's hit point maximum to 0. A creature slain in this way and then buried in the ground rises the following night as a vampire spawn under Grorrim's control.

Tail. Melee Weapon Attack: +13 1d20+13 to hit, reach 15ft., one creature. Hit 11 1d10+6 (1d10 + 6) or 15 1d10+10 (1d10 + 10) bludgeoning damage if blood raging, and the target must succeed at a DC 21 strength saving throw or be knocked prone.

Terrifying Bellow (Recharge 5-6). Grorrim emits a Groundshaking bellow. Each creature within 60ft of Grorrim and able to hear Grorrim must make a DC 17 Wisdom saving throw or be frightened of Grorrim for 1 minute. A frightened creature can repeat the saving throw at the end of it's turns, ending the effect on itself on a success.

Reactions

Tail Swipe. When an enemy that Grorrim can see moves within 15ft of Grorrim, He can make on tail attack against that enemy.

Legendary Actions

Move. Grorrim moves up to half his movement speed.

Bite. Grorrim makes a bite attack.

Claw. Grorrim makes a claw attack.

Intimidate Foe. Grorrim targets one creature he can see within 30ft of him. If the target can see and hear Grorrim, it must make a DC 17 wisdom saving throw or become frightened of Grorrim until the end of Grorrim's next turn.

DeathRoll. (costs 2 actions) Grorrim violently Bloodlets a grappled target with his cruel jaws dealing 21 3d10+6 (3d10 + 6) or 25 3d10+10 (3d10 + 10) piercing damage if blood raging and 25 5d10 (5d10) Necrotic Damage, the target must also succeed at a DC 20 constitution saving throw or be stunned until the end of it's next turn.

Grorrim is attuned to 3 magic items: Bracers of defense, a Ring of Jumping, and a Ring Of free action.


Created by

koot100.

Statblock Type

Monster

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