Medium undead, chaotic neutral
- Armor Class
- 15 (natural armor)
- Hit Points
- 85 (10d8 + 40)
- Speed
- 30 ft.
- Challenge
- 6 (2,300 XP)
- Saving Throws
- Cha +6, Con +7, Wis +4
- Damage Immunities
- cold; necrotic; poison
- Damage Vulnerabilities
- radiant
- Condition Immunities
- charmed; exhaustion; poisoned
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- the languages it knew in life
Traits
When Grimzod is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage.
Grimzod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Grimzod doesn't require air or drink.
Actions
Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control.
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
A ship upon which Grimzod stands, along with all creatures and objects aboard it, becomes invisible to creatures not aboard the ship. Grimzod must concentrate on this magical effect to maintain it (as if concentrating on a spell), and it lasts for up to 1 hour. The effect ends if Grimzod leaves the ship.
Reactions
Grimzod halves the damage that it takes from an attack that hits it. Grimzod must be able to see the attacker.