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Grym: Difference between revisions
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(The cheeky quasit apparently cannot use the valve, but mage-hand can. Also added a note about not using a familiar for the initial activation, due to a bug) |
(updated attack formatting) |
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If the Adamantine Forge is used, Grym will activate and attempt to destroy its users. | If the Adamantine Forge is used, Grym will activate and attempt to destroy its users. | ||
== Abilities== | == Attacks and Abilities == | ||
{{TooltipBox| {{SAI|Awaken|w=40}}|image=Generic Tactical.webp|w=100| | |||
* Grym spends its first turn readying for combat. | * Grym spends its first turn readying for combat. }} | ||
{{TooltipBox| {{SAI|Seismic Wrath|w=40}} |image=Generic Tactical.webp|w=100| | |||
* Costs an Action but has no known purpose. | * Costs an Action but has no known purpose. | ||
* {{action}} | * {{action}} | ||
}} | |||
{{TooltipBox| {{SAI|Slam|w=40}} |image=Slam.webp|w=100| | |||
* Hit a target and its small surrounding area, dealing {{DamageText|4d8|Bludgeoning}} damage, possibly knocking all affected creatures {{Cond|Prone}}. | * Hit a target and its small surrounding area, dealing {{DamageText|4d8|Bludgeoning}} damage, possibly knocking all affected creatures {{Cond|Prone}}. | ||
* {{action}} | * {{action}} | ||
}} | |||
{{TooltipBox| {{SAI|Quake|w=40}} |image=Generic Damage.webp|w=100| | |||
* Stomp the ground to cause a massive shockwave, dealing {{DamageText|3d4|Bludgeoning}} damage, and knocks nearby creatures {{Cond|Prone}}. | * Stomp the ground to cause a massive shockwave, dealing {{DamageText|3d4|Bludgeoning}} damage, and knocks nearby creatures {{Cond|Prone}}. | ||
* {{action|bonus}} | * {{action|bonus}} | ||
}} | |||
==Combat Tactics == | ==Combat Tactics == | ||
Grym is immune to all types of damage and can send melee attackers [[Reeling (Condition)|Reeling]]. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been [[Superheated (Condition)|Superheated]] by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive. Once superheated, {{DamageType|Bludgeoning}} damage is most effective against Grym. | Grym is immune to all types of damage and can send melee attackers [[Reeling (Condition)|Reeling]]. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been [[Superheated (Condition)|Superheated]] by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive. Once superheated, {{DamageType|Bludgeoning}} damage is most effective against Grym. | ||
New Resistances when superheated:{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | New Resistances when superheated: | ||
{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | |||
Grym's [[Vengeful Guardian]] passive causes it to gain the condition [[Threat Assessment]] when attacked which will then mark the attacker with [[Prime Target]]. Grym will then chase and attack the creature, which can be utilised to lure the golem into lava - or even beneath the hammer of the [[The Adamantine Forge]] itself. Pulling the forge lever while Grym is standing on the central anvil, and is superheated, will hammer it for 2x | Grym's [[Vengeful Guardian]] passive causes it to gain the condition [[Threat Assessment]] when attacked which will then mark the attacker with [[Prime Target]]. Grym will then chase and attack the creature, which can be utilised to lure the golem into lava - or even beneath the hammer of the [[The Adamantine Forge]] itself. Pulling the forge lever while Grym is standing on the central anvil, and is superheated, will hammer it for 2x |