Huge Humanoid (Half-Orc, Titan), Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 400 (32d12 + 192)
Speed 40 ft., Swim 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
22 (+6)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +14, DEX +10, CON +13
Skills Athletics +14, Intimidation +7, Perception +7, Survival +7
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 10, Darkvision 120, Passive Perception 17
Languages Common, Orc
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Reflection. If Grizom fails a saving throw, he can choose to succeed instead by siphoning the life of an allied Sea Spawn within 120 ft. The target Sea Spawn dies instantly and turns to seawater and kelp.

Feral Instinct. Grizom has advantage on initiative rolls, and if he is surprised at the beginning of combat, he can immediately use a Legendary Action and act as normal on his turn.

Special Equipment. Grizom has bonded to the Tidewrought Doom, a magic maul blessed by Umberlee as part of the boon bestowed upon him when becoming her champion, which he uses to make Chardalyn Maul attacks. He can't be disarmed of it unless he is dead. If it is on the same plane of existence, Grizom can recall Tidewrought Doom, which unfailingly returns to him, landing at his feet if he doesn’t have a hand free. Due to its size, creatures smaller than Large have disadvantage when attacking with Tidewrought Doom.

Trampling Charge. If Grizom moves at least 10 ft. straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, Grizom can immediately attempt to grapple it.

Damage Transfer. While it is grappling a creature, Grizom takes only half the damage dealt to him, and the remaining damage is equally divided between creatures grappled by Grizom.

Crushing Grip. Grizom has advantage on attack rolls against any creature grappled by him. At the start of each of his turns, Grizom can deal 2d6 bludgeoning damage to all creatures grappled by him.

Frenzied Rage. Grizom exists in constant state of frenzied rage. He has the following additional traits:

  • Superior Critical. Weapon attacks score a critical hit on a roll of 18 to 20.
  • Brawler. Advantage on Strength ability checks and saving throws.
  • Regenerate. Regains 20 hit points at the start of his turn if he has at least half his hit points.
  • Relentless Rage. If Grizom is reduced to 0 hit points, he makes a DC 10 Constitution saving throw. On a success, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 2, which resets to 10 after finishing a short or long rest.

Amphibious. Grizom can breathe air and water.

Siege Monster. Grizom deals double damage to objects and structures when attacking with his Chardalyn Maul.

Actions

Multiattack. Grizom uses Frightful Presence and then makes two attacks. Once during his turn, when Grizom deals bludgeoning damage to a creature or object, he can move it 5 feet to an unoccupied space, provided the target is not larger than Grizom.

Frightful Presence. Each creature of Grizom's choice that is within 60 feet of Grizom and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Grizom's Frightful Presence for the next 24 hours.

Chardalyn Maul. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft., one target, two handed. Range 20/60 when thrown, one handed. Hit: 18 (2d6 + 11) bludgeoning damage plus 14 (4d6) psychic. Once per attack, when Grizom hits a creature, object or magical effect with the Chardalyn Maul, it ends spell effects on the target as if Grizom had cast Dispel Magic, requiring no spell components. If this feature would dispel a spell of 4th level or higher, Grizom makes the spellcasting ability check with Strength (+7).

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) bludgeoning damage, and the target is grappled (escape DC 17) if Grizom has a free hand.

Bonus Actions

Frenzy Attack. Grizom can make an additional weapon attack as a bonus action.

Weapon Bond. Grizom recalls Tidewrought Doom.

Reactions

Retaliation. If Grizom takes damage from a creature within 10 feet of him, he can use his reaction to make a melee weapon attack against that creature.

Legendary Actions

Grizom 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. Grizom regains spent legendary actions at the start of his turn.

Leap Attack. Grizom immediately long jumps up to 20 feet in a straight line, which does not provoke opportunity attacks. Grizom then makes a melee weapon attack. If it hits, and Grizom moved at least 10 ft, treat this as a Trampling Charge.

Antimagic Aura (3 Actions, Recharge 5-6). Grizom creates an area of antimagic, with the effects of the antimagic field spell, in a 10-foot radius. He can choose if the effect is centered on himself or Tidewrought Doom. This lasts until the beginning of his next turn. Every time this action is used, roll a d100. On a 100, Tidewrought Doom explodes, dealing 20d10 force damage to all creatures and objects in a 60 ft radius. Tidewrought Doome is destroyed completely, leaving nothing behind.

Description

Having proven himself a capable fighter and reliable crewman aboard the Sea Mist, Grizom became enraged after losing his captain and most his crew when some passengers rampaged through the ship then escaped to the attacking rival ship 'Fairly Abob'.

Retreating from the fight with only a skeleton crew (one of whom being the gnomish mage Manx Tefken), Grizom took over as captain and vowed revenge upon the Fairly Abob, its crew and the party that destroyed nearly everything he cared for. He turned deeper into a pirates life to rebuild his crew and coffers. He made a pact with some Kelpies to help the Sea Mist survive. Just a few weeks later, he happened upon a small grey ship, crewed by the very same party that nearly sunk the Sea Mist the first time -- captained by the same dwarf that once commanded the Fairly Abob.

Once again, the Sea Mist crew was decimated. The ship was badly burned and limped away, Grizom and Manx barely surviving. His vow turned into a crusade, and he first sought a new weapon -- he bargained for a chunk of Chardalyn. Then, he called upon the raging sea herself -- the Queen of the Depths, the Goddess Umberlee -- to aid him. She answered, and her penchant for seaborne vengeance persuaded her to imbue Grizom with the power of her Champion. Umberlee married the chunk of Chardalyn to his Maul and named it Tidewrought Doom, making Grizom a fearsome pirate titan charged with terrible power. He continued to grow in size and power for every soul he took with Tidewrought Doom.

Enervated by his pact with Umberlee, Grizom grew to over 11 feet in height and burned with infinite rage during months of pursuit. Other followers of Umberlee were forced to join him, and he now commands a new crew of hardened Sea Spawn pirate, terrified of what he may do if they disobey. Combined with the bonded weapon Tidewrought Doom, he seeks to wipe his quarry from existence, once and for all.

Lair and Lair Actions

Grizom's Lair

Thanks to Umberlee's Blessing, Grizom draws power from the sea around him and his ship, the Sea Mist, along with its crew of Sea Spawn.

Lair Actions

Grizom calls on the Umberlee to assail his opponents with the tormented sea. On initiative count 20 (losing initiative ties), Grizom takes a lair action to cause one of the following magical effects:

  • Sea spray bursts from Grizom. Each creature within 30 feet of Grizom must succeed on a DC 23 Strength saving throw or be pushed up to 30 feet away from him. On a success, the creature is pushed 5 feet away.
  • Creatures touching sea water within 60 feet of Grizom have vulnerability to psychic damage until initiative count 20 on the next round.
  • The water near Grizom swirls with the wailing souls of a thousand of drowned sailors. All creatures touching water within 120 feet of Grizom must succeed on a DC 23 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Previous Versions

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