Grimgully

Some adventuring parties get a bad reputation for sticky fingers, but few are in the habit of carrying off entire people. The grimgully collects people, dead or alive, and may even run off with some of your adventurers! Take one for a spin, but be careful, they've been known to carry away entire hamlets if left unattended. 

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Grimgully

Orcus's influence reaches far and wide. Should a lesser giant-kin such as an ogre find itself in service to this master, it might be rewarded in undeath as a grimgully. Though they carry out Orcus's will without question, grimgullies carry a semblance of their wit and personality into their undeath. They are exceptionally rare creatures, and their appearance spells doom for any village unfortunate enough to draw their attention.

Cursed Sacks. Grimgullies are created through a bygone demonic ritual requiring little more than a simple burlap sack. The sack absorbs the life essence of a participant, connecting the two through an unholy union of flesh and fiber. Once a grimgully has been created, it carries its sack with it dutifully, using it to drain the life from its prey and create undead servants. Grimgullies carry these minions in their sack, creating both a deadly weapon and a mobile army.

Graverobbers. Grimgullies prowl at night and are drawn to large graveyards. They unearth the corpses from them, cramming the dead into their sacks. Seeking out graves both fresh and old, a grimgully will gladly crush any who stand between them and their duty. Should they defile all of the graves in a graveyard, they may take to stalking lonely travelers of the night, adding fresh corpses to their collection whenever they can.

Grimgully

Large undead, chaotic evil

Armor Class 9

Hit Points 168 (16d10 + 80)

Speed 30 ft.

STR 19 (+4)

DEX 9 (-1)

CON 21 (+5)

INT 5 (-3)

WIS 11 (+0)

CHA 8 (-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses passive Perception 10

Languages understands Common and Giant but can't speak

Challenge 6 (2,300 XP)

Sack of Corpses. At the end of its turn, if the grimgully is not grappling a creature and does not have a creature in its sack, it can shake a skeleton or zombie from its sack onto an unoccupied space within 5 feet of it. If it does, the grimgully can't take reactions until the start of its next turn. The grimgully can have no more than twelve total skeletons and zombies under its control at any one time. If the grimgully dies, the skeletons and zombies under its control crumble to dust.

Actions

Multiattack. The grimgully makes two slam attacks. If both attacks hit a Medium or smaller creature, the target is grappled (escape DC 15), and the grimgully uses its stuff attack on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Stuff. The grimgully stuffs a Medium or smaller creature grappled by it into its sack. The stuffed creature is blinded and restrained (escape DC 15) and must succeed on a DC 15 Constitution saving throw at the start of each of the grimgully's turns or take 14 (4d6) bludgeoning damage and 10 (4d4) necrotic damage. If this damage reduces a creature to 0 hit points, it dies and becomes a zombie under the grimgully's control. If the grimgully moves, the creature moves with it. The grimgully can only have one creature stuffed at a time.

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A Brief Musing on the Grimgully

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The Sorcerer of My (and Everyone Else's) Dreams