GRIM

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

  • yowl,
  • howl, or
  • hoot of mournful tone.


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    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.