Library / Bestiary

Grendel

CR 19.00 Monstrous Humanoid CE Large HD 20
This lurching hulk carries no weapons, but its eyes burn with menace, and its long claws are caked with blood.

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.

HP
340 (20d10+230); regeneration 10 (unarmed strikes or natural weapons)
AC
38, touch 13, flat-footed 34 (+4 Dex, +25 natural, –1 size)
Init
+4
Speed
40 ft.
Fort
+16
Ref
+16
Will
+16
BAB
+20
CMB
+34 (+38 grapple)
CMD
48
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)
str
36
+13
dex
19
+4
con
26
+8
int
9
-1
wis
15
+2
cha
8
-1

Weapons: Simple

blood rage

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)

display of strength

Universal Monster Rules

Blood Rage Ex from Universal Monster Rule
When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Ferocity Ex from Universal Monster Rule
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Brutal Surge from text
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.
Display Of Strength from text
Gruesome Dismemberment from text
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) from text
Unstoppable from text

Feats, Traits & Items

Bleeding Critical from Feat

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.

Combat Reflexes from Feat

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.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

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.

Improved Critical (claw) from Feat

When using the weapon you selected, your threat range is doubled.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Iron Will, Mythic from Feat

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.

Power Attack from Feat

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.

Skill Focus (Stealth) from Feat

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.

Calculated: +3 Skill Bonus
Skill Focus, Mythic (Stealth) from Feat

You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.

Tiring Critical from Feat

Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

Acrobatics +19 (+23 when jumping), Intimidate +12, Perception +15 (+23 sound-based checks), Stealth +24, Swim +31

Details
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
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core
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