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| image = Grym-npc.webp
| image = Grym-npc.webp
}}
}}
{{Infobox creature
{{Infobox character
| name = Grym
| name = Grym
| image =  
| image = Grym-npc.webp
<gallery>
| titles = Eternal Protector of the Forge
Grym-npc.webp|Portrait
Grym Model.png|Model
</gallery>
| title = Eternal Protector of the Forge
| race = Golem
| race = Golem
| level = 8
| level = 8
| module1 =
{{Infobox statistics
| child = yes
| size = Large
| size = Large
| type = Construct
| type = Construct
| ac = 18
| armour_class = 18
| hp = 300
| hit_points = 300
| t hp = 450
| hit_points_tactician = 450
| movement m = 11
| movement_speed_meters = 11
| weight kg = 5000
| movement_speed_feet = 37
| weight_kg = 5000
| weight_lb = 10,000
| hiddenlevel = 8
| str = 24
| str = 24
| dex = 6
| dex = 6
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| wis = 11
| wis = 11
| cha = 1
| cha = 1
| dex save proficiency = yes
| dex_save_proficiency = yes
| wis save proficiency = yes
| wis_save_proficiency = yes
| immune1 = Slashing
| immune2 = Piercing
| immune3 = Bludgeoning
| immune4 = Acid
| immune5 = Thunder
| immune6 = Necrotic
| immune7 = Fire
| immune8 = Lightning
| immune9 = Cold
| immune10 = Poison
| immune11 = Psychic
| immune12 = Radiant
| immune13 = Force
| feature1_name = Adamantine Skin
| feature1_description = Only intense heat can soften the Grym enough to be harmed.
| feature2_name = Darkvision
| feature2_description = Can see in the dark up to 12m.
| feature3_name = Intense Adamantine Backlash
| feature3_description = If melee attack hits you, the Attacker is sent Reeling for 3 turns.
| feature4_name = Opportunity Attack
| feature4_description = Automatically attack an enemy moving out of your reach.
| feature5_name = Vengeful Guardian
| feature5_description = Grym always attacks the last creature that hit it if possible.
| feature6_name = Legendary Action: Adamantine Reverberation
| feature6_description = Once per round, use your Legendary Action to [[Adamantine Reverberation|Reverberate]] when struck.
| feature6_mode = Honour
}}


| resistances = slashing immunity, piercing immunity, bludgeoning immunity, acid immunity, thunder resistant full, necrotic immunity, fire immunity, lightning immunity, cold resistant full, poison immunity, psychic immunity, radiant immunity, force immunity
| module2 = {{Infobox statistics
 
| subbox = yes
| h conditions = Legendary Action: Adamantine Reverberation
| proficiency_bonus =
 
| initiative =
| passives = Adamantine Skin, Darkvision, Intense Adamantine Backlash, Opportunity Attack, Vengeful Guardian
| name = Superheated resistances
| h passives = Adamantine Skin, Darkvision, Intense Adamantine Backlash, Legendary Action: Adamantine Reverberation, Opportunity Attack, Vengeful Guardian
| resistant1 = Slashing
| resistant2 = Piercing
| resistant3 = Acid
| resistant4 = Thunder
| resistant5 = Cold
| resistant6 = Force
| vulnerable1 = Bludgeoning
| immune1 = Necrotic
| immune2 = Fire
| immune3 = Lightning
| immune4 = Psychic
| immune5 = Poison
| immune6 = Radiant
}}
}}
}}
'''Grym''' is a powerful [[List_of_Creature_Types#Construct|Construct]] that eternally protects [[The Adamantine Forge]]. It cannot be damaged without becoming [[Superheated (Condition)|Superheated]] first.
'''Grym''' is a powerful [[List_of_Creature_Types#Construct|Construct]] that eternally protects [[The Adamantine Forge]]. It cannot be damaged without becoming [[Superheated (Condition)|Superheated]] first.
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== Attacks and abilities ==
== Attacks and abilities ==


{{Feature box|Awaken}}
{{Feature box|name=Awaken|image name=Generic Tactical.webp
|* Grym spends its first turn readying for combat. }}


{{Feature box|Seismic Wrath}}
{{Feature box|name=Seismic Wrath|image name=Generic Tactical.webp
|* Costs an Action but has no known purpose. Potentially responsible for summoning Magma Mephits.
* {{action}}
}}


{{Feature box|Slam (Grym)}}
{{Feature box|name=Slam|image name=Slam.webp
|* Hit a target and its small surrounding area, dealing {{DamageText|4d8|Bludgeoning}} damage, possibly knocking all affected creatures {{Cond|Prone}}.
* {{action}}
}}


{{Feature box|Quake}}
{{Feature box|name=Quake|image name=Generic Damage.webp
|* Stomp the ground to cause a massive shockwave, dealing {{DamageText|3d4|Bludgeoning}} damage, and knocks nearby creatures {{Cond|Prone}}.
* {{action|bonus}}
}}


===Honour mode===
===Honour mode===
{{Feature box|Adamantine Reverberation}}
{{Feature box|name=Adamantine Reverberation|image name=Generic Buff.webp
|* Grym's form vibrates after being struck, providing 10 temporary hit points and doubling its movement speed while the temporary hit points are present.
* When the temporary hit points are removed, a shockwave pushing targets back Range: 4m / 13ft and dealing 4d8 {{DamageType|Thunder}} will explode outward.
 
{{DamageInfo|4d8|Thunder}}
}}


==Combat tactics ==
==Combat tactics ==
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{{DamageInfo|12d8|double weapon|type=Bludgeoning}}
{{DamageInfo|12d8|double weapon|type=Bludgeoning}}


and knock it {{cond|Prone}}. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s, though these will eventually appear anyway once Grym becomes sufficiently damaged. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member. Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.{{Bug}}
and knock it {{cond|Prone}}. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s, though these will eventually appear anyway once Grym becomes sufficiently damaged. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as [[Mage Hand]], can also interact with the lava valve in place of a party member. Note, however, that using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.


Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.
Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability.
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On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
[[File:Grym sniping.jpg|thumb|Grym sniping positions]]
[[File:Grym sniping.jpg|thumb|Grym sniping positions]]


See the image to the right for reference.
See the image to the right for reference.


You will need characters on both positions. Characters on the right position will not be able to reach the Lava Valve to Superheat Grym to make it vulnerable to damage. However, there is a section of raised floor just under the left position that Grym can stand on and it will not get Superheated, so you will need to keep it lured to the Right position to keep it vulnerable to damage; there is no safe floor area for Grym at that spot.
You will need characters on both positions. Characters on the right position will not be able to reach the Lava Valve to Superheat Grym to make it vulnerable to damage. However, there is a section of raised floor just under the left position that Grym can stand on and it will not get Superheated, so you will need to keep it lured to the Right position to keep it vulnerable to damage; there is no safe floor area for Grym at that spot.


A reminder, Grym will always follow the very last character that hit it. In your character turn order, always make sure that the last person to hit Grym was on the Right platform. It will walk over to being underneath that character's position and just stay there, round after round taking shots, until it dies or gets lured by another character in a different position. Make sure the character(s) on the Right side can fire multiple ranged attacks per turn, to reduce the chance of them all missing and Grym moving to the left side and potentially onto the floor section safe from Superheating.
A reminder, Grym will always follow the very last character that hit it. In your character turn order, always make sure that the last person to hit Grym was on the Right platform. It will walk over to being underneath that character's position and just stay there, round after round taking shots, until it dies or gets lured by another character in a different position. Make sure the character(s) on the Right side can fire multiple ranged attacks per turn, to reduce the chance of them all missing and Grym moving to the left side and potentially onto the floor section safe from Superheating.


At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
=== Minor illusion tactic ===
This strategy improves on the ranged bombardment tactic by using the [[Minor Illusion]] cantrip to lure Grym onto the central anvil.
Rather than using ranged attacks and spells to damage Grym, which can take a long time, we use the hammer to deal large amounts of damage at a time, reducing the combat to about five rounds.
As in the ranged bombardment tactic, we abuse the height advantage by placing characters on the elevated positions to maintain a safe distance, using ranged attacks and spells to manipulate the lava valve and hammer.
# Make sure that Grym is [[Superheated (Condition)|Superheated]] by activating the lava valve. If it is not Superheated, damage it with a character or use [[Minor Illusion]] on a lower surface to lure it to an area where it will be affected by the lava before using the lava valve.
# Once Grym is Superheated, use Minor Illusion on the central anvil. This will cause Grym to move onto the anvil to investigate. Grym seems to never pass the Investigation check (or does so extremely rarely).
# Use the hammer lever using a ranged attack or spell to activate the lever. Note that the first time this happens, the [[Magma Mephit]]s will spawn below.
# Grym will lose the Superheated condition and be knocked {{cond|Prone}}. It will remain invulnerable until its next turn, at which point the Superheated condition will need to be reapplied.
# Repeat the above steps until Grym is defeated.


=== Throwing water tactic ===
=== Throwing water tactic ===
Similar to ranged bombardment, but exploiting Grym's weakness to Bludgeoning damage, the extra damage applied for "gravity" when throwing from a great height, and the easy availability of water jugs. In this version leave three party members up on the entrance steps, supplied with lots of {{RarityItem|Water}} bottles; their job is to the throw water at Grym. Because thrown water does Bludgeoning damage and will have a gravity bonus when thrown from up high, Grym will take 20+ damage on most hits, and even most "misses" because of the gravity applied to the water spread.  
Similar to ranged bombardment, but exploiting Grym's weakness to Bludgeoning damage, the extra damage applied for "gravity" when throwing from a great height, and the easy availability of water jugs. In this version leave three party members up on the entrance steps, supplied with lots of {{RarityItem|Water}} bottles; their job is to the throw water at Grym. Because thrown water does Bludgeoning damage and will have a gravity bonus when thrown from up high, Grym will take 20+ damage on most hits, and even most "misses" because of the gravity applied to the water spread. The fourth party member will remain on the platform to operate it and keep Grym standing in the lava, and should have access to rapid movement spells like [[Misty Step]]. When only party member is on the platform, Grym will ignore any threat assessment and pursue the single accessible character. It is probably most efficient to keep Grym lured toward always standing in the lava, rather than attempting to use the forge hammer, as regaining Superheated status can sometimes prove a challenging maneuver. Obviously this throwing technique can also be used while keeping all four party members "up top" as in the above method, gaining more safety but making maneuvering Grym into the lava a little more challenging.
 
The fourth party member will remain on the platform to operate it and keep Grym standing in the lava, and should have access to rapid movement spells like [[Misty Step]]. When only one party member is on the platform, Grym will ignore any threat assessment and pursue the single accessible character. It is probably most efficient to keep Grym lured toward always standing in the lava, rather than attempting to use the forge hammer, as regaining Superheated status can sometimes prove a challenging maneuver. Obviously this throwing technique can also be used while keeping all four party members "up top" as in the above method, gaining more safety but making maneuvering Grym into the lava a little more challenging.


=== Owlbear from the top ropes! tactic ===
=== Owlbear from the top ropes! tactic ===
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By having the Druid remain at the bottom of the stairs, rather than jumping down onto the platform, they will have a large vertical distance from the lowered platform when Grym spawns. You can then use [[Crushing Flight]] on Grym, negating any fall damage you take while dealing massive damage, due to your large weight and falling distance.  
By having the Druid remain at the bottom of the stairs, rather than jumping down onto the platform, they will have a large vertical distance from the lowered platform when Grym spawns. You can then use [[Crushing Flight]] on Grym, negating any fall damage you take while dealing massive damage, due to your large weight and falling distance.  


Paired with Grym's vulnerability to bludgeoning damage while Superheated, the crushing damage should defeat him instantly, even on Tactician difficulty.
Paired with Grym's vulnerability to bludgeoning damage while Superheated, the crushing damage should defeat him instantly, even on Tactician and Honour mode difficulties.


==Notable loot==  
==Notable loot==  
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Gino-luka-kolling-golemrender-04.jpg|Official Concept Render by Gino Luka Kölling, concept art by Jane Katsubo for Larian Studios.
Gino-luka-kolling-golemrender-04.jpg|Official Concept Render by Gino Luka Kölling, concept art by Jane Katsubo for Larian Studios.
Grym Concept Art.png|Concept art.
Grym Concept Art.png|Concept art.
Grym Model.png|Grym's model.
</gallery>
</gallery>


==Notes==
==Notes==
{{notebegin}}
{{notebegin}}
*There is a Steam achievement ('''A Grym Fate''') for defeating Grym without using the forge hammer. Despite its large amount of [[Hit Points|HP]] and high [[Armour Class|AC]], proper preparation with {{DamageType|Bludgeoning}} weapons on a {{cond|Hastened}} [[Fighter]] and/or [[Barbarian]] can quickly wear it down -- or use the [[#Ranged bombardment tactic|Ranged bombardment tactic]] or the [[#Throwing water tactic|Throwing water tactic]] described above.
*There is a Steam achievement ('''A Grym Fate''') for defeating Grym without using the forge hammer. Despite its large amount of [[Hit Points|HP]] and high [[Armour Class|AC]], proper preparation with {{DamageType|Bludgeoning}} weapons on a {{cond|Hastened}} [[Fighter]] and/or [[Barbarian]] can quickly wear it down -- or use the [[#Throwing water tactic|Throwing water tactic]] described above.
*As of [[Patch_Notes|Hotfix 6]] there is no cooldown for the application of {{cond|Superheated}}. Thus, it is possible to reapply the effect by activating the lava valve (has a slight delay, check Grym for status effects) and consequently hitting Grym with the hammer multiple times per turn. This can be easily achieved by placing a character within shooting distance of; both the lava valve and hammer lever and then shooting them both with arrows. For example a {{cond|Hastened|Hasted}} lvl 3 [[Thief]] / lvl 2 [[Fighter]] has essentially 5 actions when dual wielding [[Hand Crossbows|hand crossbows]], and can kill Grym in a single turn of combat at tactician difficulty. (Grym has to be first lured under the hammer with a second character, and Grym has to stand one leg in lava one under hammer)
*As of [[Patch_Notes|Hotfix 6]] there is no cooldown for the application of {{cond|Superheated}}. Thus, it is possible to reapply the effect by activating the lava valve (has a slight delay, check Grym for status effects) and consequently hitting Grym with the hammer multiple times per turn. This can be easily achieved by placing a character within shooting distance of; both the lava valve and hammer lever and then shooting them both with arrows. For example a {{cond|Hastened|Hasted}} lvl 3 [[Thief]] / lvl 2 [[Fighter]] has essentially 5 actions when dual wielding [[Hand Crossbows|hand crossbows]], and can kill Grym in a single turn of combat at tactician difficulty. (Grym has to be first lured under the hammer with a second character, and Grym has to stand one leg in lava one under hammer)
{{noteend}}
{{noteend}}


==Bugs==
[[Category:Bugs]]
* Using a familiar for the initial activation of the lava valve will bug the encounter and prevent Grym from spawning.
[[Category: Bosses]]
[[Category: Bosses]]
{{NavCreatures}}
{{NavCreatures}}
{{NavUnderdark}}
{{NavUnderdark}}
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