Grim
A dog buried in a temple or graveyard that rises as its guardian
Basic Fantasy Field Guide Omnibus
| Armor Class | 20 (m) |
|---|---|
| Hit Dice | 6+6** |
| Number Appearing | 1 |
| Attacks | 1 bite |
| Damage | 2d6 |
| Movement | 60' |
| Save As | Cleric: 10 |
| Morale | 12 |
| XP | 610 |
| Treasure Type | None |
A dog buried in the corner of a temple or a graveyard will rise up as a Grim and will become its guardian. A grim will appear as a large dog regardless of its actual size in its previous life.
Special Abilities
Never Surprised: A grim is never surprised and will lurk invisibly and silently.
Magical Weapon Immunity: A grim may only be hit with magical weapons.
Spell Immunities: Immune to charm, hold, sleep, and illusion spells.
See Invisible: Can see invisible beings and magic auras.
Cannot be Turned: It cannot be Turned.
Healing Lick: The lick of a grim can cure light wounds, cure disease, and neutralize poison.
Barking: The barking of a grim can dispel evil.
Howling: The howling of a grim can Turn undead as a 10th-level Cleric and can be heard a mile away.