Ad placeholder

Grym: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
No edit summary
Line 46: Line 46:
|radiant=Immune
|radiant=Immune
|force=Immune
|force=Immune
|passive={{SmIconLink|Passive Feature Generic Icon.png|Adamantine Skin}}
|passive={{PAS|Adamantine Skin}}{{PAS|Darkvision (Passive Feature)|Darkvision}}{{PAS|Intense Adamantine Backlash}}
 
{{PAS|Opportunity Attack}}{{PAS|Vengeful Guardian}}
{{SmIconLink|Darkvision Icon.png|Darkvision (Passive Feature)|Darkvision}}
 
{{SmIconLink|Passive Feature Generic Icon.png|Intense Adamantine Backlash}}
 
{{SmIconLink|Opportunity Attack Icon.png|Opportunity Attack}}
 
{{SmIconLink|Passive Feature Generic Icon.png|Vengeful Guardian}}
 
|alt-name = Model
|alt-name = Model
|alt-image = [[File:Grym Model.png|250px]]
|alt-image = [[File:Grym Model.png|250px]]
Line 69: Line 61:
== Abilities==
== Abilities==


===[[Awaken]]:===
==== {{SAI|Awaken|w=40}} ====
Grym spends its first turn readying for combat.
* Grym spends its first turn readying for combat.
 
===[[Seismic Wrath]]:===
Costs an Action but has no known purpose.
 
===[[Slam]]:===
Hit a target and its small surrounding area, possibly knocking all affected creatures [[Prone (Condition)|Prone]].
 
*{{Attack Roll}}: +10
{{DamageInfo|count=4|die=8|plus=7|type=Bludgeoning|save=Strength|save effect=Prone}} 
 
*'''On Hit:''' Make a {{SavingThrow|STR|dc=18}} to avoid being knocked prone.


===[[Quake]]:===
==== {{SAI|Seismic Wrath|w=40}} ====
Stomp the ground to cause a massive shockwave and knock nearby creatures [[Prone (Condition)|Prone]].
* Costs an Action but has no known purpose.
* {{action}}


*{{SavingThrow|STR|dc=18}} to negate damage and avoid being knocked [[Prone (Condition)|Prone]].
==== {{SAI|Slam|w=40}} ====
{{DamageInfo|count=3|die=4|type=Bludgeoning}}  
* Hit a target and its small surrounding area, possibly knocking all affected creatures {{Cond|Prone}}.
* {{action}}


*{{Range|m=12|ft=40}}
==== {{SAI|Quake|w=40}} ====
* Stomp the ground to cause a massive shockwave and knock nearby creatures {{Cond|Prone}}.
* {{action|bonus}}


==Combat Tactics ==
==Combat Tactics ==

Revision as of 00:21, 7 October 2023

Template:Up to date

Eternal Protector of the Forge
Grym
Grym-npc.webp
Stats
Level 8

STR

24
(+7)

DEX

6
(-2)

CON

24
(+7)

INT

3
(-4)

WIS

11

CHA

1
(-5)
Bg3 content hr.png
Creature Race Icon.png  Race Golem
Creature Type Icon.png  Type Construct
HP Icon.png  HP 300
Creature AC Icon.png  AC 18
Creature Speed Icon.png  Movement Speed 11m / 37ft
Creature Size Icon.png  Size Large
Weight Icon.png  Weight 5000kg / 10,000lbs
Proficiency Icon.png  Proficiency Bonus +3
Initiative Icon.png  Initiative -2
Passive features
Resistances
Immune to all SlashingImmune to all PiercingImmune to all BludgeoningImmune to all AcidImmune to all ThunderImmune to all NecroticImmune to all FireImmune to all LightningImmune to all ColdImmune to all PsychicImmune to all PoisonImmune to all RadiantImmune to all Force
Character information
Location The Adamantine Forge
Model
Grym Model.png


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 Awaken

  • Grym spends its first turn readying for combat.

Seismic Wrath Seismic Wrath

  • Costs an Action but has no known purpose.
  • Action

Slam Slam

  • Hit a target and its small surrounding area, possibly knocking all affected creatures Prone Prone.
  • Action

Quake Quake

  • Stomp the ground to cause a massive shockwave and knock nearby creatures Prone Prone.
  • Bonus action

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, Damage TypesBludgeoning damage is most effective against Grym.

New Resistances when superheated:Resistant to all SlashingResistant to all PiercingVulnerable to BludgeoningResistant to all AcidResistant to all ThunderImmune to all NecroticImmune to all FireImmune to all LightningResistant to all ColdImmune to all PsychicImmune to all PoisonImmune to all RadiantResistant to all Force

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

D8 Bludgeoning.png 12d8 (12~96) Damage TypesBludgeoning

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. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the 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. Alternatively the lava valve can also be activated by shooting an arrow at it, or some familiars, such as Shovel, can also interact with the lava valve in place of a party member.

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 Damage TypesBludgeoning damage to exploit Grym's vulnerability.

Notable Loot

Gallery

Achievements

A-A Grym Fate.jpg

A Grym Fate
Kill the Adamantine Golem without using the Forge Hammer.


Notes and Trivia

  • There is a Steam achievement (A Grym Fate) for defeating Grym without using the forge hammer. Despite its large amount of HP and high AC, proper preparation with Damage TypesBludgeoning weapons on a Hastened Fighter and/or Barbarian can quickly wear it down.
  • As of Hotfix 6 there is no cooldown for the application of Superheated condition. Thus, it is possible to reapply the effect by activating the lava valve (has a slight delay, check Grym for status effects) and consequently hitting Grym with the hammer multiple times per turn. This can be easily achieved by placing a character within shooting distance of; both the lava valve and hammer lever and then shooting them both with arrows. For example a Hasted lvl 3 Thief / lvl 2 Fighter has essentially 5 actions when dual wielding hand crossbows, and can kill Grym in a single turn of combat at tactician difficulty. (Grym has to be first lured under the hammer with a second character, and Grym has to stand one leg in lava one under hammer)