| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +5 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +6 |
| CHA | 17 | +3 | +3 |
Blood Frenzy. Gryma has advantage on melee attack rolls against creatures that are not at full hit points.
Dark Devotion. Gryma has advantage on saving throws against being charmed or frightened.
Fear Aura. Any creature hostile to Gryma that starts its turn within 30 feet of her must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours.
Multiattack. Gryma makes three attacks: two Arcane Blasts and one Bite.
Arcane Blast.. Ranged Spell Attack: +7 to hit, range 35 ft. Hit: 13 (3d6 + 3) necrotic damage.
Bite. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 12 (3d6 + 2) piercing damage
Tongue Lash.. Melee Attack Roll: +6 to hit, reach 15 ft. Hit: 12 (3d6 + 2) slashing damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or become restrained and pulled up to 10 feet toward Gryma. If the target is pulled adjacent to Gryma, she may attempt a Bite attack for free.
Spellcasting. Gryma casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, spell attack +7):
At Will: Chill Touch(3d10), Mind Sliver(3d6), Shocking Grasp(3d8)
4/Day: Arms of Hadar, Inflict Wounds, Magic MIssile
3/Day: Misty Step, Darkness, Enthrall
2/Day: Bestow Curse, Fear
1/Day: Blight
Gryma can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Cantrip. Gryma casts a cantrip.
Tongue Flick. Gryma makes a Tongue Lash attack.
Shadow Step. . Gryma teleports up to 15 ft. to an unoccupied space she can see in dim light or darkness.
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