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Grym
Eternal Protector of the Forge | |||||||
Grym | |||||||
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Stats | |||||||
Level 8 | |||||||
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Race | Golem | ||||||
Type | Construct | ||||||
HP | 300 | ||||||
AC | 18 | ||||||
Movement Speed | 11m / 37ft | ||||||
Size | Large | ||||||
Weight | 5000kg / 10,000lbs | ||||||
Proficiency Bonus | +3 | ||||||
Initiative | -2 | ||||||
Passive features | |||||||
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Resistances | |||||||
Character information | |||||||
Location | The Adamantine Forge | ||||||
Model | |||||||
Grym is a powerful Construct that eternally protects The Adamantine Forge. It cannot be damaged without becoming Superheated first.
About Grym
Grym is the eternal golem guardian of The Adamantine Forge hidden away in Grymforge. It is made of adamantine and defends the forge against any who might try to use it.
If the Adamantine Forge is used, Grym will activate and attempt to destroy its users.
Abilities
Awaken:
Grym spends its first turn readying for combat.
Slam:
Hit a target and possibly knock it Prone.
- Attack roll: +10
- On Hit: Make a DC 18 Strength saving throw to avoid being knocked prone.
Quake:
Stomp the ground to cause a massive shockwave and knock nearby creatures Prone.
- DC 18 Strength saving throw to negate damage and avoid being knocked Prone.
- Range: 12 m / 40 ft
Combat Tactics
Grym is immune to all types of damage and can send melee attackers Reeling. Its Adamantine Skin passive causes Grym to be unable to take damage until it has been Superheated by standing in lava. This will also remove its Intense Adamantine Backlash passive. Once superheated, Bludgeoning damage is most effective against Grym.
New Resistances when superheated:
Grym's Vengeful Guardian passive causes it to gain the condition Threat Assessment when attacked which will then mark the attacker with Primary 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 will hammer it for 150 damage and knock it Prone. However, using the forge to damage Grym immediately removes Grym's Superheated condition and can even summon a group of 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.
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 AC. Applying weapon oils such as the Oil of Accuracy helps boost your Attack Rolls high enough to more easily beat Grym's high AC. Lastly, ensure you use weapons that deal Bludgeoning damage to exploit Grym's vulnerability.
Notable Loot
Gallery
Achievements
Notes and Trivia
- Constructs
- Immune to all Slashing
- Immune to all Piercing
- Immune to all Bludgeoning
- Immune to all Acid
- Immune to all Thunder
- Immune to all Necrotic
- Immune to all Fire
- Immune to all Lightning
- Immune to all Cold
- Immune to all Psychic
- Immune to all Poison
- Immune to all Radiant
- Immune to all Force
- Articles using deprecated templates
- Resistant to all Slashing
- Resistant to all Piercing
- Vulnerable to Bludgeoning
- Resistant to all Acid
- Resistant to all Thunder
- Resistant to all Cold
- Resistant to all Force
- Characters in Act 1
- Bosses
- Creatures