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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Black Dog Grim CR: 6

Medium monstrosity, lawful neutral
Armor Class: 20 (Natural Armor)
Hit Points: 43 (5d8 + 20)
Speed: 60 ft

STR

14 +2

DEX

22 +6

CON

18 +4

INT

14 +2

WIS

14 +2

CHA

16 +3

Skills: Insight +8, Perception +8
Damage Resistances: Radiant; Bludgeoning, Piercing, & Slashing with Nonmagical Weapons
Damage Immunities: Necrotic
Senses: Passive Perception 18
Languages: Understands the language of its creators, but doesn't speak
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Aura of Against Evil. The grim has a 10' radius aura that protects it against celestials, fey, fiends, or undead. The aura has the following effects:

  • The creature can't willingly enter the aura by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a DC 12 Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the aura.
  • Targets within the aura can't be charmed, frightened, or possessed by the creature.

Intangibility. When the sun rises, the grim becomes invisible & intangible. Upon the next sunset, the grim re-materializes with all damage fully healed.

Sense Corruption. The grim knows the location of any evil-aligned celestial, fey, fiend, or undead within 60' of it that is not behind total cover. It knows the type (celestial, fey, fiend, or undead) of any being whose presence it senses, but not the creature's identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Actions

Multiattack. The grim can make two bite attacks when it takes the attack action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Frightful Presence. Each evil-aligned creature that is within 30' of the grim & aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grim's Frightful Presence for the next 24 hours.

Turn Outsiders & Undead (2/Day). Each celestial, fey, fiend, or undead that can see or hear the grim within 30' of it must make a DC 12 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

When a creature of CR 1 or lower fails its saving throw, the creature is instantly destroyed.

Suggested Environments

Urban


Created by

Baron_Imperious2.

Statblock Type

Monster

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