Grym: Difference between revisions

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174 bytes added ,  27 October 2023
updated attack formatting
(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)
Line 59: Line 59:
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 ==


==== {{SAI|Awaken|w=40}} ====
{{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. }}


==== {{SAI|Seismic Wrath|w=40}} ====
{{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}}
}}


==== {{SAI|Slam|w=40}} ====
{{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}}
}}


==== {{SAI|Quake|w=40}} ====
{{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

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