The Grim
GRIM
Medium-Size Shapeshifter
Hit Dice: 4d8+16 (34 hp)
Initiative: +4 (Dex)
Speed: 40 ft, (in owl form) fly 90 ft (average)
AC: 24 (+4 Dex, +10 natural)
Attacks: Bite +7 melee, 2 claws +2 melee (cat); Bite +7 melee (dog); 2 claws +7 melee, bite +2 melee (owl)
Damage: Bite 1d4+4, claw 1d6+2 (cat); Bite 2d4+6 (dog); Claw 2d4+4, bite 1d4+2 (owl)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Alternate form, turn undead and fiends, damage reduction 10/+1, magic circle against evil, detect evil, SR 16
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 18, Dex 19, Con 15, Int 10, Wis 14, Cha 19
Skills: Balance +4, Climb +7, Hide +7, Knowledge (nature) +4, Listen +6, Move Silently +6, Spot +6, Swim +5, Wilderness Lore +2
Feats: Alertness, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: 5-8 HD (Medium-Size); 9-12 HD (Large)
The grim is a night creature that stands guard over the world and watches for Evil. They avoid other creatures, preferring to remain in isolated areas just outside of human lands and burial grounds. They only show themselves at night, in the form of either a huge black cat, black dog, or black owl.
Grim communicate only through their weird call, a mournful yowl, howl, or hoot, depending on the form they are in. Grim will use this call to ward away all evil creatures and warn good creatures of imminent peril from evil creatures. They otherwise have nothing else to do with humanoids, unless they seek a battle with Evil.
COMBAT
Grim spend most of their time hidden, but will show themselves when truly evil beings or any sort of undead are near. Grim attempt to destroy any undead or fiends they encounter, using their turning ability to weaken or disperse their foes. Grim usually ignore lesser evil, but will assist anyone fighting a powerful evil being.
Alternate Form (Su): A grim's natural form is that of a 5 foot tall shadow-black humanoid with no discernable features. Grim are incorporeal and invisible in their true form, which they use to hide out during daylight hours. They will not attack in this form, and will flee if attacked. They have three alternate forms, and choose one form to appear in each night, which they must remain in for a full night.
In the black cat form, a grim resembles a large lynx. In this form, it receives a +4 to Hide and Move Silently checks and a +8 bonus to Balance checks. In areas of darkness or shadow, the Hide bonus improves to +8. The grim gains the Scent special quality, and also gains the following special attacks:
Pounce (Ex): If a grim in black cat form leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this abilitiy, the grim must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A grim that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the grim pounces on its opponent, it can also rake.
In the black dog form, a grim resembles a large war dog. In this form, it recieves a +4 bonus to Wilderness Lore checks when tracking by scent. The grim gains the Scent special quality, and also gains the following special attack:
Trip (Ex): A grim in dog form that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the grim.
In the black owl form, a grim resembles a giant owl. In this form, it receives a +8 bonus to Listen and Spot checks. When in flight, the grim gains a +8 bonus to Move Silently checks. The grim gains the Superior Low-Light Vision special quality:
Superior Low-Light Vision (Ex): A grim in owl form can see five times as far as a human can in dim light.
Turn Undead and Fiends (Su): 7 times per day, a grim can turn undead as a cleric of double its number of levels, making a turning (Charisma) check to determine how many HD of undead are affected. Grim also have the power to turn fiends in the same way, turning them as a cleric of quadruple levels.
Magic Circle Against Evil (Su): This ability continuously duplicates the effects of the spell. The grim cannot supress this ability.
Detect Evil (Su): A grim can detect evil at will as a free action.
The grim first appeared in the Monster Manual II (Gary Gygax, 1983).