
Character
Grihm
The Grihm were once normal humans; but, unlike most victims of the T-virus who became mindless shambling horrors, the Grihm's consciousness remained intact—sharpened, even—though twisted into something altogether different. The mutation ravaged their bodies over the course of agonizing weeks, their flesh darkening to a deep crimson-brown as their musculature expanded beyond natural limits, their skin hardening into a nearly impenetrable carapace. The pain of transformation granted the Grihm a bitter clarity about the world and their place in it. They came to see the normal humans not as saviors but as architects of suffering, and humanity at large as a species worthy of contempt. The years that followed were a rampage of calculated destruction, as the Grihm sought out those responsible for the T-virus while indulging in an anarchic campaign against the very foundations of civilization they blamed for their condition. Intelligence coupled with primal fury made them far more dangerous than ordinary mutants—capable of strategy, deception, and a cunning that belied their bestial appearance. Grihm views morality as a construct of the weak and sees their transformation as a curse and the final evolution of humanity. Now they wander the fractured remnants of the world, neither fully beast nor human, spreading chaos wherever they tread and waiting for the opportunity to dismantle the very institutions that spawned their existence.
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What this public profile contains
This view-only profile includes a creator-written description; 12 labeled detail fields; 8 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Kstarfireheart3583
- Connected worlds
- 1
- Detail fields
- 12
- Profile sections
- 8
- Artwork images
- 1
Details
- Type
- Mutant
- Gender
- androgynous
- Alignment
- Chaotic Evil
- Size
- Large
- Armor class
- 18
- Hit points
- 250
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Common
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Intimidation, Perception, Stealth, Survival
Biography
The Grihm were once normal humans; but, unlike most victims of the T-virus who became mindless shambling horrors, the Grihm's consciousness remained intact—sharpened, even—though twisted into something altogether different. The mutation ravaged their bodies over the course of agonizing weeks, their flesh darkening to a deep crimson-brown as their musculature expanded beyond natural limits, their skin hardening into a nearly impenetrable carapace. The pain of transformation granted the Grihm a bitter clarity about the world and their place in it. They came to see the normal humans not as saviors but as architects of suffering, and humanity at large as a species worthy of contempt. The years that followed were a rampage of calculated destruction, as the Grihm sought out those responsible for the T-virus while indulging in an anarchic campaign against the very foundations of civilization they blamed for their condition. Intelligence coupled with primal fury made them far more dangerous than ordinary mutants—capable of strategy, deception, and a cunning that belied their bestial appearance. Grihm views morality as a construct of the weak and sees their transformation as a curse and the final evolution of humanity. Now they wander the fractured remnants of the world, neither fully beast nor human, spreading chaos wherever they tread and waiting for the opportunity to dismantle the very institutions that spawned their existence.
Attributes
Strength
24, modifier 7
Dexterity
14, modifier 2
Constitution
20, modifier 5
Intelligence
14, modifier 2
Wisdom
10, modifier 0
Charisma
10, modifier 0
Actions
Crushing Blow
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 3d10 + 7 bludgeoning damage.
Savage Roar
Each creature within 30 ft. must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
Steel Pipe Throw
Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 2d10 + 7 bludgeoning damage and knocked prone.
Abilities
Brutal Strength
Grihm's melee attacks deal an additional 2d6 damage.
Hardened Skin
Grihm has resistance to slashing and piercing damage.
Tactical Fury
Grihm can use Intelligence for initiative rolls.
Anarchic Insight
Grihm has advantage on saving throws against being charmed or frightened.
Saving throws
strength
13
dexterity
8
constitution
11
intelligence
8
Legendary actions
Unleash Chaos
Grihm can move up to half their speed and make one melee attack.
Intimidating Presence
Grihm targets one creature they can see within 30 ft. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
Rage of the Mutant
Grihm can make two melee attacks and gains temporary hit points equal to the damage dealt.
Damage resistances
slashing
piercing
Condition immunities
charmed
frightened
Public creation
Worldbuilding Context
Grihm is a public character profile shared by Kstarfireheart3583through Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
This creation is connected to Terra Apocalypse, where its details can support consistent characters, locations, lore, and ongoing storytelling across the wider World.
World connections
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