Void Grim

Family: Giant

Large giant, lawful neutral

Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 9 (-1)

Saving Throws Dexterity +3, Constitution +7, Wisdom +4
Skills Intimidate +5, Perception +7, Survival + 4
Damage Resistances fire
Damage Immunities cold
Senses darkvision 60 ft., passive perception 17
Languages Common, Giant
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Glide. In airless environments, a void grim can fly without difficulty. However, in areas with atmosphere, a void grim cannot hover and must descend at least 10 feet each round. If a void grim flies faster than half speed, it must succeed at a DC 15 Dexterity saving throw or tear its wing membrane, causing it to fall. A torn wing membrane heals naturally in 2d4 days, or it can be repaired immediately with regenerate.
  • Innate Spellcasting. The void grim’s innate spellcasting ability is Wisdom (Spell save DC 12). It can innately cast the following spells, requiring no material components:
  • No Breath. The void grim does not need to breath and is immune to effects from attacks or hazards that are inhaled (such as poison gas). It is still subject to gases that do not require inhalation, such as corrosive acid clouds.
  • Stone Camouflage. The void grim has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

  • Multiattack. The void grim makes two pick attacks.
  • Pick. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
  • Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone.
  • Irradiate (Recharge 5-6). The void grim can release a burst of cosmic radiation it has stored in its body. All creatures within 10 feet of the void grim take 2d6 points of fire damage and 3d6 radiant damage. A successful DC 17 Fortitude save reduces the total damage by half.

REACTIONS

  • Rock catching. If a rock or similar object is hurled at the void grim, the void grim can make a DC 10 Dexterity saving throw. On a success, the void grim catches the object and takes no damage. On a failure, it takes full damage as normal.

ABOUT

Void grims are a mutant race descended from stone giants who once dwelt in high-atmosphere mountains where they could work freely and avoid other giants. With the destruction of their home world, however, they found the strange radiations of the ores they had long worked had adapted them to the lack of atmosphere, and they continued to mine among the shattered asteroids they now called home. Their demeanor and survivability in the void gave them their names, though they refer to themselves as kabbarin. Void grims stand 11 feet tall and weigh between 1,700 and 2,000 pounds.

Harsh. Many outsiders view void grims as overly serious giants who spend all their waking moments in asteroid mines. There is some truth to this. Void grims are deadly earnest miners who brook no carelessness on the part of others. While they enjoy protection from space and can recover when an asteroid accidentally breaks apart, they know how easy it is for mishaps to occur and realize others don’t have the same level of protection. Some void grims are exceedingly protective of their claims; an enclave of such giants works a mine all throughout the day in shifts. During downtime and away from other races, however, void grims carouse and celebrate their daily takes.

Communal Living. Void grims raise their children communally, with the infirm or elderly providing most of the care. When children have fully developed their flight membranes, they learn how to navigate in solar winds. The membranes are strong enough to give the giants rudimentary flight in the airless void or thin atmosphere, but they are fragile in normal atmosphere. Even though void grims reach adulthood at age 20, their children begin working mines when they are as young as 7. Adult miners supervise children and have them work relatively safe mines until they prove their capabilities. They apply the same attitude toward non-void grim miners and seem condescending to outsiders. Void grims are standoffish towards other but not aggressive, except when interlopers encroach on their claims. They become truly enraged when they discover breathless ones and dispatch the creatures immediately on sight. Void grims’ lack of a need for air makes them uniquely suited to combat breathless ones.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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