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___ ___ > ## Troupe Master Grimm >*Medium fiend (devil), lawful evil* >___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 150 (20d8 + 60) > - **Speed** 40 ft., fly 20 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|20 (+5)|16 (+3)|14 (+2)|14 (+2)|20 (+5)| >___ > - **Saving Throws** Dex +9, Int +6, Wis +6, Cha +9 > - **Skills** Acrobatics +9, Insight +6, Perception +6, Performance +9, Persuasion +9 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., truesight 60 ft., passive Perception 16 > - **Languages** Common, Infernal > - **Challenge** 12 (8,400 XP) >___ > ***Legendary Resistance (3/day).*** If Grimm fails a saving throw, he can choose to succeed instead. > > ***Freedom of Movement.*** Grimm ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > > ***Combo Attack.*** If Grimm moves at least 20 ft. towards a creature and use an uppercut attack on the same turn, he may immediately follow up with a Rain Fire attack. > ### Actions > ***Kick.*** _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) bludgeoning damage. > > ***Uppercut.*** _Melee Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) slashing damage. > > ***Rain Fire.*** Grimm rains fire on up to 3 targets in a 10 ft. radius around him. Each target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage. > > ***Fire Bats.*** _Ranged Spell Attack:_ +9 to hit, range 20/60 ft., three targets. _Hit:_ 16 (2d10 + 5) fire damage. > > ***Flamespawner (Recharge 5-6).*** Grimm spawns dozens of fireballs in a 30-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Grimm regains spent legendary actions at the start of his turn. > > **Dive Dash.** Grimm moves up to 20 ft. and makes a kick attack > > **Teleport.** Troupe Master Grimm magically teleports up to 40 feet to an unoccupied space he can see. > > **Cloak Spikes (Costs 2 Actions).** Grimm sends his cloak into the ground, causing large twisted cloak spikes to jut up from the floor. Each target that Grimm can see must make a DC 14 Wisdom saving throw or take 13 (3d8) piercing damage
\pagebreak ___ ___ > ## Nightmare King Grimm >*Medium fiend (devil), lawful evil* >___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 170 (20d8 + 80) > - **Speed** 50 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|24 (+7)|18 (+4)|14 (+2)|14 (+2)|24 (+7)| >___ > - **Saving Throws** Dex +13, Int +8, Wis +8, Cha +13 > - **Skills** Acrobatics +13, Insight +8, Perception +8, Performance +13, Persuasion +13 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., truesight 60 ft., passive Perception 18 > - **Languages** Common, Infernal > - **Challenge** 17 (18,000 XP) >___ > ***Legendary Resistance (3/day).*** If Grimm fails a saving throw, he can choose to succeed instead. > > ***Freedom of Movement.*** Grimm ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > > ***Combo Attack.*** If Grimm moves at least 20 ft. towards a creature and use an uppercut attack on the same turn, he may immediately follow up with a Rain Fire attack. > > \columnbreak > > ### Actions > ***Kick.*** _Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 20 (3d8 + 7) bludgeoning damage. > > ***Uppercut.*** _Melee Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 20 (3d8 + 7) slashing damage. > > ***Rain Fire.*** Grimm rains fire on up to 4 targets in a 20 ft. radius. Each target must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) fire damage. > > ***Fire Bats.*** _Ranged Spell Attack:_ +13 to hit, range 20/60 ft., four targets. _Hit:_ 23 (3d10 + 7) fire damage. > > ***Spellcasting.*** Grimm can cast the 7th level spell _Pillar of Flame_ at will > > ***Flamespawner (Recharge 5-6).*** Grimm spawns dozens of fireballs in a 40-foot radius. Each creature in that area must make a DC 21 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Grimm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Grimm regains spent legendary actions at the start of his turn. > > **Dive Dash.** Grimm moves up to 30 ft. and makes a kick attack > > **Teleport.** Grimm magically teleports up to 60 feet to an unoccupied space he can see. > > **Cloak Spikes (Costs 2 Actions).** Grimm sends his cloak into the ground, causing large twisted cloak spikes to jut up from the floor. Each target that Grimm can see must make a DC 16 Wisdom saving throw or take 22 (5d8) piercing damage