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GrendelCreature 19


UniqueCELargeHumanoid
Source Pathfinder Bestiary 2
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

AC 44; Fort +36; Reflex +32; Will +31;
HP 360
Speed 40 feet
Resistances All 15

Fist One Action +37 (+33, +29) to hit (agile, magical, reach 10) 4d8+18 Bludgeoning
Jaws One Action +37 (+32, +27) to hit (magical, reach 10, versatile b) 4d10+18 Piercing
Rock One Action +37 (+32, +27) to hit (brutal, range increment 150) 2d12+18 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Keen Hearing

Grendel's hearing is a precise sense to a range of 120 feet.

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.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Frightful Presence (aura, emotion, fear, mental)

60 feet Aura DC 38 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

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.

Hands of the Murderer

Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure).

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Tooth Grind One Action (healing)

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 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.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.