Medium Fey, Lawful Evil
Armor Class 26 (Robes of Archmagi + Bladesinger's Agility)
Hit Points 240 (30d8 + 89)
Speed 50 ft., Fly 60 ft.
STR
8 (-1)
DEX
20 (+5)
CON
17 (+3)
INT
22 (+6)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +13, WIS +10
Skills Arcana +12, Insight +7, Medicine +7, Perception +7, Performance +7, Religion +12
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Fire, Lightning, Thunder
Damage Immunities Acid, Cold, Necrotic, Poison
Senses Blindsight 30ft., Truesight 120ft., Passive Perception 19
Languages Celestial, Common, Draconic, Elvish, Infernal, Sylvan, Telepathy 60ft. Jii
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Nagog Rebirth. Upon reaching 0 Hit Points, Grimm's body dissolves into a puddle of acid. After 1d10 days have passed, his body reforms within Nagog, The Spirit Tree with all the benefits of a long rest.

Cursed Divinity. Grimm does not require food, drink, air, or sleep, is immune to all diseases, cannot be magically put to sleep, or aged, and takes a long rest in 4 hours instead of 8. Grimm has advantage on all Charisma (Intimidation) checks and disadvantage on all Charisma (Persuasion) checks when talking to humanoid creatures.

Undead Nature. Grimm Counts as undead for the purpose of spells and effects such as the Cleric's Turn Undead feature, though he does have advantage on saving throws against it. He cannot gain the benefits of healing through spells unless explicitly said to, but can receive healing from magical items.

Ghostly Regeneration. As long as Grimm's hit points do not equal 0, he will regenerate 25 hit points at the start of each of his turns as ghostly hands wrap around his wounds, causing them to disappear.

Agile Battlemage. Grimm has advantage on Dexterity (Acrobatics) checks, ignores difficult terrain, and adds his Intelligence Modifier to Constitution saves to maintain concentration on spells, Armor Class, and damage rolls to his weapons and spells.

Chrono Drain. Whenever Grimm hits a creature with an attack or spell, their movement speed is reduced by 10 feet and they cannot take reactions until the start of their next turn.

Magic Resistance. Grimm has advantage on saving throws against all spells and magical effects.

Legendary Resistance (3/day). once per turn, if Grimm fails a saving throw, he can instead choose to succeed it.

Immutable Form. Grimm's form can not be unwillingly be altered or changed in any way through magic such as the Polymorph spell.

Ethereal Sight. Grimm can see 60 feet into the Ethereal Plane when he is on the Material Plane and vice versa.

Incorporeal Movement. Grimm can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Acidic Skin. Any creature or object that hits Grimm with a melee attack takes 6 (1d10) acid damage. In addition, if he is grappled or grapples a creature or object it also takes 6 (1d10) acid damage at the start of their turn.

Spellcasting. Grimm is a 20th-level Spellcaster. his spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Grimm can cast Shield and Misty Step at will and can cast Counterspell and Fireball once a day for free. Grimm can innately cast any of his spells without Verbal or Material Components but always with Somatic components. Grimm has following Wizard spells prepared:
Cantrips (at will): Acid Splash, Firebolt, Green-Flame Blade, Mage Hand, Mold Earth, Prestidigitation, Ray of Frost.


1st level (4 slots): Alarm, Disguise Self, Ice Knife, Identify, Illusionary Script, Magic Missile, Shield*, Sleep 

2nd level (3 slots): Detect Thoughts, Enlarge/Reduce, Flock of Familiars, Hold Person, Invisibility, Misty Step*

3rd level (3 slots): Counterspell*, Fireball*, Glyph of Warding, Haste, Slow, Summon Shadow spawn, Vampiric Touch

4th level (3 slots): Banishment, Blight, Confusion, Hallucinatory Terrain, Polymorph, Sickening Radiance, Wall of Fire.

5th level (3 slots): Cone of Cold, Contact Other Plane, Danse Macabre, Dream, Geas, Legend Lore, Scrying, Steel Wind Strike, Wall of Force

6th level (2 slots): Chain Lighting, Contingency, Disintegration Ray, Soul Cage

7th level (2 slots): Finger of Death, Simulacrum, Teleport, Plane Shift, Power Word Pain, Prismatic Spray, Reverse Gravity, Project Image

8th level (1 slot): Clone, Control Weather

9th level (3 slots): Meteor Swarm, True Polymorph, Wish

Actions

Time Shift Duplicity. Grimm can take 2 actions on his turn as well as his bonus action.

Multiattack. Grimm attacks twice with his Dancing Flame Tung and casts one Cantrip from his spell list.

Etherealness. Grimm can enter the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.

Touch of the Deviant. Melee Spell Attack: +10 to hit, reach 5 ft., 1 target. Hit: 23 (4d10 + 3) acid damage. (Grimm can use this only once per round).

Horrifying Visage. Each non-undead creature within 60 feet of Grimm must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Grimm's Horrifying Visage for the next 24 hours. The aging effect can be reversed by Grimm himself (Free action), or the spell Greater Restoration, but only within 24 hours of it occurring.

Rift Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 24 (4d10 + 14) Force damage This weapon naturally crits on a natural 18-20, and triples the amount of dice rather than doubling it for a total of 12d10 upon critting. 3 times a day, this blade allows the user to cut open a portal to any Timeline, Reality, or Plane of existence of the user's choosing and may regain these uses by absorbing similar Rifts or after 24 hours have passed. This weapon can be used to attack 2 more times as a bonus action.

Possession (Recharge 6). One humanoid that Grimm can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by Grimm; Grimm then disappears, and the target is incapacitated as it looses control of its body. Grimm gains control of the body but doesn't deprive the target of awareness. Grimm cannot be targeted by any attack, spell, or or other effect and retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed or frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, Grimm ends it as a bonus action, or he is forced out by an effect like an effect like Dispel Evil and Good. When the possession ends, Grimm reappears in an unoccupied space within 5 feet of the body. The target is immune to Grimm's Possession for the next 24 hours after succeeding on the save or the possession ends.

 

Bonus Actions

Telekinetic Swing. Grimm can telekinetically attack with a summoned weapon of his choice, once, out from a range of 60 feet. The weapons he uses are as follows:

 

Minotaur's Pride. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 13 (1d8 + 9) Slashing damage +8 (2d8) Necrotic damage. Once per turn while attacking with this weapon, the extra damage from the Necrotic buff is returned as health to the user of this weapon. Upon landing a critical hit, the user also gains Temporary Hit Points equal to the total damage done to the target for 1 minute. This weapon cannot grant Hit Points or Temporary Hit Points if attacking a Construct or Undead. If this weapon is wielded By Nycto Kuzuri, then the weapon will deal an extra 9 (3d6) Fire damage and upon landing a crit, will cast Fireball (DC 15) centered on the user as an overwhelming battle cry can be heard from the blade. When cast in this way her and any nearby nonhostile creatures to her are considered immune to this damage.

 Modified Vicious Antimatter Rifle. Ranged Weapon Attack: +15 to hit, range (120ft./360ft.) 1 target. Hit: 33 (6d8 +9) Necrotic damage. Upon landing a Crit, the weapon deals an extra 7 damage. In addition, this weapon can switch freely between burst or blast mode. 

     - Burst: The Rifle makes 3 attacks against one target in rapid succession, however, the extra 2 attacks are done at disadvantage.

     - Blast: Rather than attacking one creature, the Rifle blasts a 60ft. cone, forcing all creatures within it to make a DC 16 Dexterity saving throw or take 27 (6d8 + 3) Necrotic damage, taking half the damage on a success.

Gilded Fury. Melee Weapon Attack: +15 to hit, reach 5ft., 1 target. Hit: 12 (1d6 +9) Slashing damage. If the creature is a fiend or undead, it takes an extra 10 (2d10) Radiant damage. Any allies of Grimm within 10ft. of this blade have advantage on saving throws against spells and other magical effects. In addition, every time a successful attack is made with Dragon's fury, 1 of 9 runes begin to glow. Using a bonus action, a creature can absorb the power within the runes to restore sorcery points or a spell slot level equal to the amount of runes active. When all 9 runes begin to glow, the user can then expend all of them to transform the blade into a Blade of Disaster as per the spell's description.

Returning Javelin of Lightning. Melee Weapon Attack: +15 to hit, reach 5ft., thrown (30ft/120ft), 1 target. Hit: 12 (1d6 +9) piercing damage + 6 (2d6) Lightning damage. While wielding this weapon, one can instead hurl it and transform into a bolt of lightning, forming a line 5 feet wide that extends out from where it was thrown to a target within 120 feet. Each creature in the line excluding the thrower and the target must make a DC 16 Dexterity saving throw, taking 15 (5d6) Lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target and returns to its original position. The initial target of where the javelin was hurled at is hit as if attacking normally, taking the full 5d6 lightning damage. This additional effect can only be triggered 3 times a day.

 Prismatic Greataxe. Melee Weapon Attack: +15 to hit, reach 5ft., 1 target. Hit: 15 (1d12 +9) slashing damage +6 (1d12) damage of either Acid, Cold, Fire, Thunder, Lightning, Necrotic, Radiant, or Force, chosen before the attack is hit. As a bonus action while wielding this weapon, the user can overcharge it for 1 minute to deal all 8 damage types simultaneously for 48 (8d12) Prismatic damage rather than the typical bonus to the weapon. After the minute passes, or the overcharge is disabled (free action) the weapon does not receive any bonus damage in this way until 24 hours have passed.

Vampiric Rapier. Melee Weapon Attack: +15 to hit, reach 5ft., 1 target. Hit: 13 (1d8 +9) Piercing damage +8 (2d8) Necrotic damage. Once per turn while attacking with this weapon, the extra damage from the Necrotic buff is returned as health to the user of this weapon. Upon landing a critical hit, the user also gains Temporary Hit Points equal to the total damage done to the target for 1 minute. This weapon cannot grant Hit Points or Temporary Hit Points if attacking a Construct or Undead.

Power Gauntlets. Melee Weapon Attack: +15 to hit, reach 5ft., 1 target. Hit: 13 (1d8 +9) Bludgeoning damage. If a creature is grappled while wearing these gauntlets, they take 8 (4d4) slashing damage the moment they are grappled, and again at the start of each of their turns as small buzzsaws extend from the palms of the gauntlets and cut into their target. Once attuned to these gauntlets, the user's Strength score increases by 2 to a maximum of 30.

Last Stand. Melee Weapon Attack: +15 to hit, reach 5ft., 1 target. Hit: 17 (1d4 +15) Piercing damage. This blade allows the user to add their proficiency bonus to the damage and 5 times a day, the user can expend the energy stored in one of the 5 gems imbedded in the hilt to reroll an attack, ability check, or saving throw and taking the higher roll. if this dagger is thrown, it then reapers on the user's person immediately after hitting something.

Reactions

Time Shielding. Upon getting hit with an attack or spell, Grimm can use his reaction to expend a spell slot and reduce the damage by 5x the spell slot level.

Legendary Actions

Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at the end of another creature's turn. Grimm regains spent legendary actions at the start of his turn.

Evasive Attack. Grimm makes 1 attack against an enemy in melee range and moves half his movement to an unoccupied space without provoking opportunity attacks

Godly Casting (Cost 2 Actions). Grimm casts a spell of his choice of 5th level or lower from his spell list.

Telekinetic Fling (Cost 3 Actions). Grimm chooses one large or smaller object or creature he can sense within 60 feet and magically hurls them or drags them across a nearby surface up to a distance of 60 feet. They must succeed on a DC 23 Strength saving throw to avoid the effect or take 42 (12d6) bludgeoning damage.

Ghosts from the Past (Cost 3 Actions) (1/day). Clapping his hands together, Grimm can summon 1d6 simulacrums of himself with a combined total of hit points equal to his own. Whenever he does this, All creatures within 60 feet must succeed a Wisdom saving throw DC 23 or suffer disadvantage on attacks against him and his duplicates as the entire area is filled with an illusionary red mist that forces them to appear as people important to anyone who fail their save.

Description

Grimm appears to be a young boy with white hair, glowing red eyes, large raven wings, and a black cloth that flows around him to form a robe-like hood similar to a Greek mural of divinity. However, his cold gaze, constantly flowing tears of blood, and large hole through his chest hint towards his more dark and undead nature.

Towards mortals native to the material plane, he holds a decent amount of respect, choosing to speak coldly yet understandingly while having a deep hatred towards figures of religion, leadership, and weakness. He sees all gods, demons, and devils equally malicious, deceatful, and callous towards the perpetual cycles of suffering, corruption, and hopelessness and will stop at nothing to exterminate every non-mortal there is and take their power as his own and creating a perfect world on top of the current world's corpse to free mortals from an existence dictated purely by extraplaner entities and forces such as fate, pacts, or afterlives.

Lair and Lair Actions

Grimm's Domain

Grimm is forced to eternally haunt the crumbling remains of his Eden, forever bound as the last survivor of a Reality long dead to remember Ad'By Dal in a twisted sense of irony on his quest to making sure there would be no one left to remember him.

It is a scorched land, where the trees and grass are black and ashy, the sky dark and shattered like glass, and the only true light source being Nagog, The spirit tree. A 5 mile tall tree that glows bright red and holds the souls of every last individual from Grimm's reality and every other reality that is unfortunate enough to be destroyed and forgotten by the gods in a dream of the perfect life with no knowledge of their previous existence.

There is a dangerous red mist that swirls upon the surface of Grimm's Domain, making it deadly to breath without spells or equipment to deal with it. Every hour while outside in Grimm's Domain, make a DC 10 constitution saving throw or take 5 (1d10) Necrotic damage that cannot be regained by resting. Each hour spent in this environment increases the DC by 1.

After 8 hours in Grimm's domain, creatures must make an additional DC 16 Wisdom saving throw or be affected be driven mad, causing the creature to roll a d4 to either fall to the ground laughing, attack themselves with a weapon they have equipped, run their full movement out of fear for something only they can perceive as real, or attack the nearest creature to them as if it were their worst enemy.

Any creature that dies in Grimm's Domain rises as a Zombie 4 hours later, being docile to Grimm but aggressive to any other creatures unless he explicitly forces them not to as if concentrating on a spell.

In his Domain, Grimm's CR becomes 24 (62,000).

Domain Actions

On initiative count 20 (losing initiative ties), Grimm can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

- Grimm rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

- The very stars begin to fall upon the earth as the heavens burn. each creature on the battle field must make a DC 20 dexterity saving throw or take 18 (6d6) Radiant damage + 18 (6d6) bludgeoning damage

- The ground erupts in flame as all of Eden burns. Every creature takes 12 (3d8) fire damage on the start of their turn for 1 minute.

- Nagog Lashes out with its roots, swinging at up to 3 creatures of Grimm's choice with a +17 to hit, dealing 26 (4d8 +10) bludgeoning damage + 6 (1d12) Acid damage.

Monster Tags: undeadfey

Naratosh

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