Small Undead, Lawful Neutral
Armor Class 13
Hit Points 104 (9d10 + 50)
Speed 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
9 (-1)
Skills Perception +3, Stealth +7
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 13
Languages Understands common but can't speak it
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The grim has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Rejuvenation. a destroyed grim gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the of their bones.
Shadow Stealth: While in dim light or Darkness, the Grim can take the Hide action as a Bonus Action. Its Stealth bonus is also improved to +9

Shadow Step. While in dim light or darkness, the Grim can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. it can make a bite attack as a bonus action after using shadow step

Actions

multiattack: the Grim makes three bite attacks

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Description

When a new graveyard is opened it is believed that the first person buried there had to guard it against fiends and necromancers.  In order to prevent a humanoid soul from having to perform such a duty a black dog was buried in the north part of the graveyard as a substitute.

Habitat: Urban

The_Degu

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