Captivating Presence. Any creature that starts its turn within 30 feet of Grimm must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Grimm for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Grimm's Captivating Presence for 24 hours.
Cruel Entertainment. When a creature Grimm can see within 60 feet of him is reduced to 0 hit points, Grimm gains 25 temporary hit points.
Legendary Resistance (3/Day). If Grimm fails a saving throw, he can choose to succeed instead.
Aura of Bravado. While Grimm isn't incapacitated, Friendly creatures within 60 feet of him have a +5 bonus to saving throws, while hostile creatures within that range have a -5 penalty to saving throws
Magic Resistance. Grimm has advantage on saving throws against spells and other magical effects.
Magic Weapons. Grimm's weapon attacks are magical.
Shapechanger Savant. Grimm can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Innate Spellcasting. Grimm's Spellcasting ability is Charisma (Spell Save DC 27, +19 to hit with spell attacks). he can innately cast the following spells, requiring no components.
At Will: Disguise Self, dancing lights, [Tooltip Not Found] (At 5th level), charm person (At 7th level), sleep (at 8th level) ,Tasha's Hideous laughter,misty step
5/day each: silence, suggestion, counterspell, bestow curse (At 5th level), fear, find greater steed, charm monster
3/day each: Animate Objects, contagion, dream, dominate person
1/day Each: synaptic static, mental prison, divine word, feeblemind, imprisonment
Strung Counterspell. When Grimm casts counterspell and successfully causes a spell to fail, he recharges soul stringer immediately.
Shadowborn. Magical darkness doesn't inhabit Grimm's darkvision. in addition when Grimm is in dim light or darkness he can take the hide action as a bonus action.
Heir to the Shadowfell. (Mythic trait; recharges after a short or long rest). If Grimm is reduced to 0 hit points, he doesn't die or fall unconscious. instead he regains 400 hit points. in addition he grows five extra wings setting his flying speed to 120 feet.
Multiattack. Grimm makes three attacks: one with Origin and two with his claws, he can replace one attack with a use of soul stringer if able.
Origin. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (5d10+8) slashing damage plus 17 (3d10) Psychic damage, if the target is charmed by Grimm, the condition ends.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (6d6) psychic damage, Before or after attacking Grimm can teleport to an unoccupied space that he can see within 30 feet of him.
Silver Strings (Recharge 5-6). Sets of silver strings protrude from Grimm's wooden hands, attaching to two creatures that Grimm can see within 120 feet of him, each creature the strings attach too must succeed on a DC 27 wisdom saving throw or become effected by the dominate monster spell, Grimm does not need to concentrate on this spell. the strings have 19 AC and 30 HP and are immune to all damage except for magical Bludgeoning, Piercing or Slashing damage and are immune to all conditions, if the strings attached to a creature are reduced to 0 hit points, they are destroyed and the spell ends on that creature.
Soul Stringer (Recharge 5-6). Grimm attempts to rip the soul out of a creature he can see within 5 feet of him. The creature must succeed on a DC 27 wisdom saving throw or take 130 (20d12) psychic damage. if a creature is reduced to 0 hit points by this damage, it is killed instantly and its soul becomes trapped within Grimm's Scythe and Grimm gains 100 temporary hit points, while the soul is trapped trapped the creature cannot be revived by any means, the soul is freed if Grimm is killed.
Enticing Strings. a creature charmed by Grimm moves up to its movement speed to an unoccupied space of Grimm's choice.
Protecting Strings. If Grimm is targeted by an attack, he may instead redirect that attack to a creature that is charmed by him, provided that creature is within range of the attack.
Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Grimm regains spent legendary actions at the start of his turn.
Heavy Strings. A creature charmed by Grimm makes one weapon attack against a creature within range of Grimm's choice.
Set the Script (Costs 2 Actions). Grimm makes one weapon attack
If Grimm's Heir to the shadowfell trait has activated in the last hour, he can use the options below as legendary actions.
Dance for me! (Costs 2 Actions). All creatures that are charmed by Grimm make a weapon attack against a hostile creature within range.
Plot Twist!. (Costs 2 Actions). Grimm casts one of his innate spells.
A New Puppet (Costs 3 Actions). Grimm Recharges Soul Stringer or Silver Strings and uses it.
Description
Grimm is the leader of the Peers and Puppeteers, one of the 10 major factions in Usila, a cult like following where puppets and dolls are most of its members, Grimm leads the faction with strings as far as the eye could see, controlling seemingly everything he could about the faction and its acts. Grimm himself is around 3-4 feet tall with short, snow white hair, a purple star hairpin, pure lavender eyes and pale skin, He wears purple and black clothing only however the clothes itself always change with each encounter due to his unnatural ability to shapeshift, his gender, voice and attitude are almost never the same in each encounter with him.
Strings from Silver. Little is truly known about Grimm's background, he keeps it under lock and key and his subordinates don't question him, be it because of them being his puppets or them being too afraid to speak a word. What is known is that his father was once ruler of the shadowfell itself before he was usurped by the Raven Queen, Grimm was one of six children of the ruler, after their father's death they all were all sent to the material plane to continue his legacy and build the perfect world using the powers of the arts, however Grimm started to become spiteful as his siblings brushed off his lack of power and how father never saw much in him, each of them had a single wing as a mark of honor, now five have no wings and one has six, Usila is full of hate and pain in his eyes, and somehow he sees nothing wrong with these acts as it was all he was told to do, he will make the world his puppet show no matter how long the show takes to come to its climax.
The Maker of Dolls. While all six siblings specialized in a form of art, Grimm was a unique case as his ability was to create puppets that were life sized and looked real out of any material, however he had the power to truly bring these dolls to life with a living soul, he could use the puppet as a vessel and the soul would do his every will, this caused his siblings to turn against him, however now they don't stand but Grimm still does, he still collects souls to create puppets, with the goal of eventually making his father's world true, and the next step for him was godhood.
Roleplaying Grimm.
Grimm is a wild card with a personality of more then one person, from one point he's cheerful and goofy, to the next he's cold and brutal, like the mindset of some child, however his ideals and some traits stay the same no matter his state of personality.
Ideal: "A world without a puppeteer is a world without story, therefor no order which means all chaos and mess, I intend to fix that"
Bond: "I miss my father at times, and I intend one day to bring him back for my magnum opus"Flaw: "I loss my current self often and I can't stay as one character for long"
Grimm as a Mythic Encounter.
Grimm is one of Usila's strongest spellcasters, however if you truly wish to face the puppeteer then Grimm must call on his Heir to the Shadowfell trait, as this allows him to use mythic actions.
Read or paraphrase the following text when Grimm uses his Heir to the Shadowfell trait:
The Grand showmaster lets out a wail that reveals his skin to be black as shadows itself, a vision of a world of puppets, shows and entertainment eternal appears before your very eyes, seeing what seems like madness or truth if Grimm were to win here. when you come too you witness the puppeteer, now skin black as night, and six large wings, ready to take flight once more
Fighting Grimm in his mythic form is like fighting two challenge rating 30 monsters, as such award the party an additional 155,000 XP (310,000 XP total) for defeating Grimm after he uses his Heir to the Shadowfell trait
Lair and Lair Actions
Grimm's Lair
Grimm makes his appearance on stage at the Phantomhive carnival, many gather in his tent to watch his spectacles and a battle for his life is no exception, be warned for those who enter that tent exit when they are without flesh, bone or a mind of their own.
Lair Actions.
When fighting Grimm inside of his domain is when he is at his strongest, able to call upon the strength of the crowd to influence the battlefield in his favor. On initiative count 20 (losing initiative ties), Grimm takes a lair action to cause one of the following effects:
Crowd's Hate: The Billowing of Boos and hateful speech from the crowd roar against all creatures hostile to Grimm in his lair, all creatures effected by this have their movement speed reduced by half until initiative count 20 next round.
Light the Stage: Emotional magic floods the battlefield, Grimm chooses between fire, cold, lightning, acid, poison, thunder or psychic damage, until Initiative count 20 next round creature's of Grimm's choice within his lair deal an extra 3d6 of the chosen damage type with weapon attacks
Curtain Call: Grimm casts plane shift targeting himself only.
Regional Effects
The Region of Usila that holds the carnival is warped by its magic, often looking strange and pretty. creating the following effects:
- plants within 6 miles of the lair often commit strange tricks such as sneezing pollen or spitting water at creatures.
- Animals within 6 miles of the lair always have a strict script, always taking the same path and actions each day, if disturbed they will return to it at the earliest possible chance.
- if a humanoid sleeps within 6 miles of the lair, they will have a dream of Grimm inviting them to the carnival, when the creature wakes up they will find the invitation in their hand or pocket.
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