Medium Or Small Undead, Lawful Neutral
Armor Class 16 Natural armor
Hit Points 108 (16d10 + 20)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +7, WIS +5
Skills Perception +5, Stealth +4
Damage Vulnerabilities Radiant
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Thunder
Senses Darkvision 60ft, Truesight 120ft only while in its graveyard, Passive Perception 15
Languages Communicates telepathically through emotion
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Howl. The Church Grim lets out a ear shattering howl. Each creature within 30 feet of the Church Grim that can hear the howl must succeed on a DC 15 Wisdom saving throw or must run away from Church Grim. A creature cannot be affected by the same Church Grim howl for a day.

Shadow Stealth. While in dim light or Darkness, the Church Grim can take the Hide action as a Bonus Action. Its Stealth bonus is also improved to +9.

Shadow Step 4/Day. While in dim light or darkness, the Church Grim can teleport as an action up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. It can then use a bite attack as a bonus action with advantage on the same turn. When not in combat the Church Grim can teleport anywhere in the graveyard as many times as it wants as long as it is in dim light or darkness. 

Faithful Guard Dog. The moment any creature disturbs the dead or their belongings with ill intent the Church Grim is instantly aware of their presence (but not their location) in the graveyard. Nothing short of a wish spell can stop them from becoming aware in this way. 

Rekindled Spirit. The Grim cannot truly be destroyed in combat. If the Grim were slain, it gains a new body in 3d10 minutes, regaining all its hit points and becoming active again. A new body appears within 5 feet of their bones. If it were slain with Radiant damage or a Critical Hit, it gains a new body the next night instead. 

Actions

Multiattack: The Church Grim makes three bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and (1d8) necrotic damage. Necrotic damage dealt from bite cannot be healed except by a long rest. 

Description

This undead creature resembles a large, ghostly black dog with glowing crimson eyes.

Church Grim are good spirits that guard cemeteries from those who seek to steal from the dead, or those who wish to desecrate the sanctity of the graves there. The eyes of a church grim see all evil that cross into its territory, and it spares no mercy for such trespassers. It is said that Church Grim are the first inhabitants of a graveyard and forever prowl the grounds in which they were laid to rest to protect and watch over the rest that follow them.

The precinct of a Church Grim is the cemetery and church it has chosen to protect, and it cannot leave its holy ground. A Church Grim cannot truly be destroyed, for it is not a mortal creature of flesh and blood. If dispatched, a church grim will return between minutes later to a day to resume its duties— or hunt. The only way to truly kill a Church Grim is to dig up its bones and burn them but that takes a long time and knowledge.

If a Church Grim were to be destroyed in this way, the next oldest being laid to rest on the church grounds would become the Church Grim and resume its duties the following night. 

A Church Grim does not attack or harm anyone that enters the churchyard or the cemetery if they are there to worship or pay their respects. It only attacks evil creatures and those who enter the churchyard to rob from the dead. Church Grim always attack undead creatures on sight.

Monster Tags: undead

Habitat: Urban

BlueSkai

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