Category:Grim

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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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