Grim Aggregate (Large)

Family: Grim Aggregate

Large undead (greater revenant), neutral evil

Armor Class 14
Hit Points 189 (18d10+90)
Speed 30 ft.

20 (+5) 8 (-1) 20 (+5) 6 (-2) 13 (+1) 6 (-2)

Saving Throws Wisdom+5
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages all languages spoken in life by its component bodies
Challenge 9 (5,000 XP)

Special Traits

  • Regeneration. The grim aggregate regains 5 hit points at the start of its turn. If the grim aggregate takes fire damage, this ability doesn’t function at the start of its next turn.
  • Woeful. When a grim aggregate causes damage to a living target with an attack, that target must also attempt a DC 13 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half (minimum 1) as much on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular grim aggregate for 24 hours.


  • Multiattack. The grim aggregate makes four attacks, determined randomly from the following options (see accompanying table). Roll 1d6 for each melee attack.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
  • Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) bludgeoning damage.
  • Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet.
  • Rock. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.
  • Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

* You can, of course, modify descriptions to suit. For instance, if you’ve described a grim aggregate as being made up entirely of humanoid parts, a claw attack might instead become a rusty dagger; a hoof becomes a gauntleted fist; and a tail slap, a powerful leg sweep.


Some particularly noxious dead demonstrate the ability to incorporate other dead or animal remains into their bodies to repair or strengthen themselves, becoming grim aggregates. Grim aggregates incorporate any combination of humanoid and non-humanoid body parts. Some have extra limbs or two or more heads of different creature types, and any grim aggregate can manifest mouths on any parts of its body. Many configurations of grim aggregate are possible, and every grim aggregate is unique.

Ever-Shifting. A grim aggregate’s body is constantly shifting. It constantly rots and regenerates in patches all over its body, clearly decayed and obviously dead but never losing its physical integrity or becoming skeletal. Its overall shape is equally protean, bulging and writhing grotesquely as body parts form, merge together, and are reabsorbed. Its individual parts always return to a recognizable state-such as arms, talons, tails, or heads-but may appear amorphous and fluid in the midst of the change. A grim aggregate is accompanied by a chorus of slithering, popping, rattling, and bubbling noises, which correspond to its shapeshifting, rotting, and healing at any given moment.

Adaptable. Grim aggregates can alter their body structures quickly. If a limb is removed, for example, the grim aggregate immediately shifts its bones and flesh to grow a new limb or to replace it with something else. Grim aggregates, therefore, cannot be disabled unless they are destroyed.

Ever-growing. A grim aggregate grows over time as it incorporates other undead or corpses. It can take weeks to reach Large size or mere minutes, as supplies allow. There is no known upper limit for how large a grim aggregate can become, but Large and Huge are the most common sizes.

Hunters. Grim aggregates retain some of their former intelligence, utilizing bestial cunning in hunting their prey. They gleefully slay any living creatures they encounter, but prefer sapient prey, and particularly prefer prey that was known to one of their heads in life. Because of this, those who find themselves pursued by a grim aggregate often see one of their lost loved ones’ faces peering out at them from within the depths of this horror.

Undead Nature. A grim aggregate doesn’t require air, food, drink, or sleep.

Grim Aggregate Attacks
Result Attack Type*
1 Bite
2 Claw
3 Club
4 Hoof
5 Rock
6 Tail slap
Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.

This is not the complete section 15 entry - see the full license for this page