Homebrew, Ravenloft: Denizens of Darkness (3.5e)
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:
Flyby. The grim doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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.
Multiattack. The grim can make a bite & claw attack when it takes the attack action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 7 (2d4 + 2) slashing damage.
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.
Urban