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 through must run away from Church Grim. A creature cannot be affected by the same Church Grim's howl for a day.
Shadow Stealth: While in dim light or Darkness, the Grim can take the Hide action as a Bonus Action. Its Stealth bonus is also improved to +9
Shadow Step. While in dim light or darkness, the Grim can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. it can make a bite attack as a bonus action after using shadow step
Multiattack: The Church Grim makes three bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piecrcing damage.
Description
This creature resembles a large, ghostly black dog with glowing red eyes.
Church Grims 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 crosses into its territory, and it spares no mercy for such trespassers.
The precinct of a Church Grim is the cemetery and church it has chosen to protect, and it cannot leave that holy ground around. 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 the following night to resume its duties.
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 Grims always attack undead creatures on sight.
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