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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. Grym's Vengeful Guardian passive causes it to attack the creature that most recently damaged it, which can be utilized to lure the golem into lava. Once superheated, Bludgeoning damage is most effective against Grym. The Adamantine Forge itself can also be weaponized against Grym, causing it to hammer Grym for 150 damage if it can be lured towards the central anvil while Superheated. Make sure to keep at least one party member by the lava valve since the lava will receded, making the golem practically invincible.
New Resistances when superheated:
Before the fight it is wise to spread out your party, putting your casters back and melee up front at 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, turn on Turn-Base Mode to prepare more short turn buffs. It is almost a must to give one of your melee characters Haste just for the extra attack and added AC. Applying weapon oils such as the Oil of Accuracy will give useful improvement to Attack. Lastly, ensure your using attacks that deal Bludgeoning, as Grym will take double damage from it.
Notable Loot
Gallery
Achievements
Trivia and Notes
There is a Steam achievement for defeating Grym without using the forge hammer called, A Grym Fate. Despite his larger amount of HP and high AC, proper preparation with bludgeoning type weapons on a Fighter and/or Barbarian will quickly wear him down
- 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