Today in Epic Monsters were visiting upon the epic of Beowulf fora giant like no other: Grendel!

At first glance I sort of wrote Grendel off as your average ogre or giant but hes definitely something more. In the story he has tremendously powerful hearing and later on--a good while after hes already dead--his blood proves corrosive enough to ruin a (maybe magical) sword. Hes definitely not a match for Beowulf (who has or will soon appear elsewhere in Mythological Figures) but certainly no pushover.

Design Notes: Grendel has incredible hearing and I figured thats worth blindsight (and vulnerability to thunder). Aside from the Toxic Blood trait the rest of this statblock is fairly standard--hes very strong, can jump around well, and has a variety of (similar) natural weapons. Toxic Blood and Big-Handed Grappling should give adventurers pause and make for a fun fight, and remember that he can always flee to fight again later, maybe back at home. Grendels mother plays an important role in the story too and might get a statblock later (not sure yet as shes written about very nebulously) but until then Id recommend using a marilith.

Large giant, chaotic evil

Armor Class 15 (natural armor)
Hit Points 114 (12d10+48)
Speed 45 ft.

22 (+6)
15 (+2)
18 (+4)
11 (+0)
14 (+2)
7 (-2)

Saving Throws Cha +1
Skills Athletics +9, Perception +8, Survival +5
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Giant, Olde English
Challenge 9 (5,000 XP)

Big-Handed Grappling. Grendel has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature hes grappled. To do so, Grendel makes another grapple check. If he succeeds, the creature is restrained until the grapple ends. Grendel only needs one hand to grapple a creature of Medium size or smaller.

Leap. Grendel increases the distances of his horizontal jumps by 20 feet and his vertical jumps by 10 feet.

Superior Hearing. Grendel has advantage on sound-based Wisdom (Perception) checks.

Toxic Blood. Whenever a creature damages Grendel using piercing or slashing with a melee weapon attack and it is using a weapon that does not have reach, the creature takes 7 (2d6) acid damage.

Multiattack. Grendel attacks three times.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 250/500 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Thrown Object. Ranged Weapon Attack: +9 to hit, range 250/500 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 13 (1d8+9) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to a maximum of 10d8 at 1,000 pounds). A creature thrown at an object bigger than it takes regular damage, but only takes half damage when thrown at another creature.