Category:Grim: Difference between revisions

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{{Canon}}
{{Canon}}
Appearing as a black [[dog]] or [[owl]], a grim is a benevolent [[guardian spirit]] that protects a sacred spot from evil, often a [[church]] or [[graveyard]]. It can sense the presence of spiritual [[corruption]] ([[evil]] [[undead]] or [[outsider]]s or those whom have failed [[Powers Checks]]- though not automatically for the latter), and it announces its presence with a howl or scream that is [[:category:frightening|frightening]] to evil creatures. The grim has numerous abilities to fight evil and dark forces, including a constant [[Magic Circle Against Evil]] aura and the ability to [[Turn Undead]]. Fitting the enemies it fights, a grim only appears at [[night]].<ref>[[Denizens of Dread]] p. 106</ref> Grims can be encountered in [[Darkon]]<ref>[[Gazetteer II]] p.18</ref> [[Falkovnia]]<ref>[[Gazetteer II]] p.91</ref>, [[the Shadow Rift (Domain)|the Shadow Rift]]<ref>[[Gazetteer V]] p. 105</ref>, and [[Tepest]]<ref name="GazV p. 51">[[Gazetteer V]] p.51</ref>.


==Descriptive Text==
==Descriptive Text==
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{{Homebrew non-canon}}
{{Homebrew non-canon}}


''“When the young agent of mine failed to return with the bones, I investigated. My approach could not have been stealthier, at least until dead and live alike were set on edge by the cry of a great and ghastly owl who presided over the place with a sense of propriety proper to none but myself. I bid it begone. Yet it failed to so much as flinch. More astonishing still, it fixed its will upon my being and urged flight upon my soul. Undeterred by its failure in this, it leapt from its withered perch and swooped down at me, its claws extended. The grace with which I side-stepped the attack gave it no pause. It was a determined and remarkable creature, but I was preoccupied with matters of consequence and simply spoke a word which drove it from existence. For two and a half centuries I thought nothing more of the thing, 'til a second young agent sent to that graveyard failed to return to me last night.”''
''“When the young [[agent]] of mine failed to return with the [[bones]], I investigated. My approach could not have been stealthier, at least until dead and live alike were set on edge by the cry of a great and ghastly [[owl]] who presided over the place with a sense of propriety proper to none but myself. I bid it begone. Yet it failed to so much as flinch. More astonishing still, it fixed its will upon my being and urged flight upon me. Undeterred by its failure in this, it leapt from its withered perch and swooped down at me, its claws extended. The grace with which I side-stepped the attack gave it no pause. It was a determined and remarkable creature, but I was preoccupied with matters of consequence and simply spoke a word which drove it from existence. For two and a half centuries I thought nothing more of the thing, 'til a second young agent sent to that [[graveyard]] failed to return to me last night.”''


- [[Strahd von Zarovich]] in conference with [[Madame Eva]]
- [[Strahd von Zarovich]] in conference with [[Madame Eva]]


Descriptive text contributed by '''[[USER:Cure | cure]]''' to [[John W. Mangrum | John W. Mangrum's]] [[Teeny Tiny Tales of Terror]] project (posted on the [[Cafe de Nuit|Fraternity of Shadows message board]]).
Descriptive text contributed by '''[[USER:Cure | cure]]''' to [[John W. Mangrum | John W. Mangrum's]] [[Teeny Tiny Tales of Terror]] project (posted on the [[Cafe de Nuit|Fraternity of Shadows message board]]).
==[[John W. Mangrum | John W. Mangrum's]] Grim Lore<ref name=lore>[http://www.fraternityofshadows.com/forum/viewtopic.php?t=3754&start=105 Mangrum's Monster Lore]</ref>==
{{Potential-canon}}
[[Denizens of Dread]]
Characters with ranks in [[Knowledge (arcana)]] or [[Knowledge (Religion)]] can learn more about grims. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC Result
16 This macabre animal is actually a [[guardian spirit]] called a grim This result reveals all [[magical beast]] traits.
21 Grims can take the form of a large [[dog]], [[cat]], or [[owl]], but once chosen they must remain in the same form all night. This result reveals the [[shapechanger]] subtype.
26 Grims are powerful [[guardians]] against [[supernatural evil]], set in place by spellcasters to watch over [[hallowed grounds|hallowed ground]].
31 Grims are powerless during daylight hours, automatically retreating to the spirit world at cock’s crow and not returning until the last rays of [[sun]] have set.
==References==
<references />
[[Category:magical Beast]]
[[Category:Burial Site Guardian]]
[[category:Dog]]
[[category:Guardian]]
[[Category:Guardian Spirit]]
[[category:Native Monster of Darkon]]
[[category:Native Monster of Falkovnia]]
[[category:native Monster of Tepest]]
[[category:Neutral Good]]
[[category:Nocturnal]]
[[category:Owl]]
[[Category:Spirit]]
[[Category:Teeny Tiny Tales of Terror]]


==Data from the Ravenloft Catalogue==
==Data from the Ravenloft Catalogue==
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[[Category:magical Beast]]
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Latest revision as of 11:41, 13 June 2018

Appearing as a black dog or owl, a grim is a benevolent guardian spirit that protects a sacred spot from evil, often a church or graveyard. It can sense the presence of spiritual corruption (evil undead or outsiders or those whom have failed Powers Checks- though not automatically for the latter), and it announces its presence with a howl or scream that is frightening to evil creatures. The grim has numerous abilities to fight evil and dark forces, including a constant Magic Circle Against Evil aura and the ability to Turn Undead. Fitting the enemies it fights, a grim only appears at night.[1] Grims can be encountered in Darkon[2] Falkovnia[3], the Shadow Rift[4], and Tepest[5].

Descriptive Text

“When the young agent of mine failed to return with the bones, I investigated. My approach could not have been stealthier, at least until dead and live alike were set on edge by the cry of a great and ghastly owl who presided over the place with a sense of propriety proper to none but myself. I bid it begone. Yet it failed to so much as flinch. More astonishing still, it fixed its will upon my being and urged flight upon me. Undeterred by its failure in this, it leapt from its withered perch and swooped down at me, its claws extended. The grace with which I side-stepped the attack gave it no pause. It was a determined and remarkable creature, but I was preoccupied with matters of consequence and simply spoke a word which drove it from existence. For two and a half centuries I thought nothing more of the thing, 'til a second young agent sent to that graveyard failed to return to me last night.”

- Strahd von Zarovich in conference with Madame Eva


Descriptive text contributed by cure to John W. Mangrum's Teeny Tiny Tales of Terror project (posted on the Fraternity of Shadows message board).


John W. Mangrum's Grim Lore[6]

Denizens of Dread

Characters with ranks in Knowledge (arcana) or Knowledge (Religion) can learn more about grims. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result

16 This macabre animal is actually a guardian spirit called a grim This result reveals all magical beast traits.

21 Grims can take the form of a large dog, cat, or owl, but once chosen they must remain in the same form all night. This result reveals the shapechanger subtype.

26 Grims are powerful guardians against supernatural evil, set in place by spellcasters to watch over hallowed ground.

31 Grims are powerless during daylight hours, automatically retreating to the spirit world at cock’s crow and not returning until the last rays of sun have set.

References

Data from the Ravenloft Catalogue

The Shadow Rift
Denizens of Darkness

The Shadow Rift - p154
Denizens of Darkness - p74

The Shadow Rift - p154
Denizens of Darkness - pp73-74

The Shadow Rift - p154
Denizens of Darkness - p74


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