FREQUENCY: Very rare
([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains])
FREQUENCY: Very rare ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest],
[Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness
Plains])
FREQUENCY: Very
rare ([Tropical Wilderness Mountains], [Tropical Wilderness Forest],
[Tropical Wilderness Swamp], [Tropical Wilderness Plains])
<note
that the above note wilderness: would civilized be more appro? cf. An Encyclopedia
of Fairies, by Katherine Briggs>
FREQUENCY: Rare ([Ethereal
Plane])
FREQUENCY: Very
rare ([Dungeon Level IV])
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 18" or / 36" (MC: C
in owl form)
HIT DICE: 4 + 2-8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: [SB]
DAMAGE/ATTACK: [SB]
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB], <Surprised
only 1 in 10>
MAGIC RESISTANCE: 25
INTELLIGENCE: Average
ALIGNMENT: Neutral good
SIZE: M
LEVEL/X.P. VALUE: V | 285 + 5
SAVES, 4 + 2-4: 11.12.13.13.14
SAVES, 4 + 5-8:
The grim are guardians who watch for and
oppose Evil.
They are night creatures,
usu. frequenting the fringes of human
habitations || burial grounds. <link=Dragon(unofficial)>
<Grim should be on those tables, and less than Very Rare>
Grim will be encountered in any of the
following forms:
black cat (as a giant lynx for attacks
1-2/1-2/1-4 + raking),
black dog (as a war dog for attacks
2-8),
and a black
owl (as a giant owl for attacks 2-8/2-8/2-5).
Each grim must stay in the form chosen
for a full night.
In daylight they become ethereal
and await the setting sun.
Damage
sustained the previous day is alleviated as soon as the sun sets.
In addition to the attack modes of their
previous form,
grim are able to TURN undead
as if they were clerics of the 8th level with +2 on the die if vs. creatures
of Evil from the Lower Outer Planes.
They can be hit only by weapons of +1
or better magical enchantment.
Each grim radiates a protection
from evil within a 10' radius and
can detect
evil at a 7" distance.
Thus,
they are never surprised by Evil creatures,
and their senses make it possible for
them to surprise others in 1 in 10. <define senses> <the standard
1 in 6 is a better chance>
Grim typically ward off evil natured creatures
and warn those of good of imminent peril from such monsters.
The latter is done by their weird call,
be it
They do not otherwise communicate
|| do anything else in conjunction with humans
|| demihumans unless an immediate confrontation is at hand.
In this case, the creatures will always
assist in combat against Evil.