Grimm Sense: The Creatures of Grimm are attracted to strong negative emotions. If a creature is within 60ft of a Grimm, it can attempt to locate the creature by doing a Grimm Sense. The target creature(s) must make a Will save (Will save is a combination of your Con, Int, Wis and Cha modifier divided by 4 and plus your proficiency bonus.) If the Creature(s) fail the Will save, any Grimm within 60ft automatically know their location and attempt to reach the creature.
Unstable Form: When the Corrupted Beowolf hits zero HP, its body explodes and anyone in a 10ft radius must make a DC16 Dex saving throw. If failed, take 7d4 acid damage, half if successful save.
Multiattack. The Beowolf makes two attacks: One with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (3d4 + 4) 2d4 piercing damage, 1d4 acid.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (3d4 + 4) 2d4 slashing damage, 1d4 acid.
Description
Beowolves are large, dark, werewolf-like Creatures of Grimm. With pitch black fur and white, bone like armor plating, these creatures tend to run in packs and are the most common form of Grimm.
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