Grendel
Description
This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. Grendel stalks the edge of his fens looking for quiet settlements. Under cover of night, he strikes, murdering the strong in their beds and chasing the terrified with demonic glee. He then takes the prize of his carnage deep into his fen where his lust for blood is grotesquely sated.
Combat Stats
- Melee
- 2 claws +32 (3d10+13/19–20 plus grab), bite +27 (4d8+6)
- Space
- 10 ft.
- Reach
- 10 ft.
- DR
- 10/epic
- Defensive Abilities
- ferocity, unstoppable
- Aura
- frightful presence (60 ft.; DC 20, DC 16 against mythic creatures)
- Racial Modifiers
- +4 Acrobatics when jumping, +8 Perception (sound-based checks)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Brutal Surge — When Grendel expends mythic power to add a surge die to an attack roll, he also adds a surge die to that attack's damage roll. This is not an action and does not require him to expend any additional uses of mythic power to use this ability.
Gruesome Dismemberment — When Grendel successfully holds a creature he has grappled, he may expend one use of mythic power to attempt to dismember that creature. He attempts a grapple check; if successful, his target takes double his normal claw damage and the attack pulls off one of the target's legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM's discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.
mythic power (7/day, surge +1d10)
Special Qualities
display of strength
Feats
Bleeding Critical, Combat Reflexes, Critical Focus, Exhausting Critical, Great Fortitude, Great Fortitude, Mythic, Improved Critical (claw), Iron Will, Iron Will, Mythic, Power Attack, Power Attack, Mythic, Skill Focus (Stealth), Skill Focus, Mythic (Stealth), Tiring Critical
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
When using the weapon you selected, your threat range is doubled.
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Skills
Acrobatics +19 (+23 when jumping), Intimidate +12, Perception +15 (+23 sound-based checks), Stealth +24, Swim +31
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- cold swamps
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +15
- Aura
- frightful presence (60 ft.; DC 20, DC 16 against mythic creatures)
- Languages
- Common
- Source
- Bestiary 4