Home >Creatures >

Grendel

Grendel Creature19

Unique CE Large Humanoid

Senses Perception +35; darkvision, keen hearing 120 feet

Languages Common

Skills Acrobatics +34, Athletics +39, Intimidation +34, Stealth +34, Survival +33

Str +10, Dex +5, Con +7, Int +0, Wis +6, Cha +5

Keen Hearing Grendel’s hearing is a precise sense to a range of 120 feet.


AC 44; Fort +36, Ref +32, Will +31

HP 360; Resistances all 15 (except unarmed attacks)

Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 38.

Attack of Opportunity [reaction] Grendel gains an extra reaction at the start of each of his turns that he can use only to make an Attack of Opportunity with his claw. He can’t use more than one Attack of Opportunity triggered by the same action.

Ferocity [reaction]

Unstoppable [reaction] Trigger Grendel would take persistent damage or gain one of the following conditions: blinded, clumsy, confused, controlled, dazzled, deafened, doomed, drained, enfeebled, fascinated, fatigued, fleeing, frightened, paralyzed, petrified, sickened, slowed, stunned, or stupefied; Effect The persistent damage or condition from the triggering effect doesn’t affect Grendel.


Speed 40 feet

Melee [one-action] fist +37 (agile, magical, reach 10 feet), Damage 4d8+18 bludgeoning plus Improved Grab

Melee [one-action] jaws +37 (magical, reach 10 feet, versatile B), Damage 4d10+18 piercing

Ranged [one-action] rock +37 (brutal, range increment 150 feet), Damage 2d12+18 bludgeoning

Hands of the Murderer Grendel’s fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure).

Tooth Grind [one-action] Requirements Grendel is grabbing a creature; Effect Grendel makes a bludgeoning jaws Strike against the creature he’s grabbing. On a hit, the creature also takes 2d6 persistent bleed damage and becomes wounded 1, or increases its wounded value by 1 if already wounded. On a critical hit, the creature instead becomes wounded 2, or increases its wounded value by 2 if already wounded. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a healing effect.

Throw Rock [one-action]

About

This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. He stalks the edge of his fens, seeking settlements where joy holds sway. He strikes under cover of night, primarily targeting celebrations or festivals. The more happiness or joy he can extinguish, the better.

Although Grendel is a unique creature, killing him won’t save the world from his ravages for long. Once Grendel’s mother instinctively feels the pain of her violent son’s death, she soon births a replacement. The new Grendel seems to avoid the sites his elder brothers terrorized, as if he instinctively knows that such a place hosts heroes powerful enough to defeat him.

At the bottom of a remote mountain lake filled with sea serpents is a magical house-the lair of Grendel’s mother. Among her many treasures is a sword so big and heavy that only a supernaturally strong individual can wield it. When Grendel is injured, he retreats here to heal.

Section 15: Copyright Notice

Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.

This is not the complete license attribution - see the full license for this page