Church Grim Species in Cairne | World Anvil

Church Grim

"There is no rest for the weary dead, but perhaps they may yet find fellowship among the tombs"

A rare sight among the living, the Church Grim is both guardian and guide for the dead of Cairne. When the gods abandoned this world, the gates to the realms of the afterlife were shut. Cairne is filled with the spirits of the dead, most of which remain out of sight to all but those attuned to see them. There are many who would seek to manipulate these specters, or otherwise bring them grief. The Church Grim is a special kind of spirit left behind to make sure that the dead stay in the shadows and that the living remain blissfully unaware of their presence.

Basic Information

Anatomy

Divine Origin These creatures are one of the only remaining traces of the now absent divine influence of the gods. A last thought before departing, Sinufae created these creatures to defend the souls of the fallen until she could return. They cannot be killed, only temporarily destroyed. If destroyed the Church Grim will reappear in three days in the same location with full memory of what happened.

Biological Traits

In most cases, the Church Grim is described as a large black dog that resides in cemetaries, crypts, and catacombs. Very little is known about the creature's potential true form or if this is actually the spirit of a dog that has decided to take care of people in the realm of the dead. They stand about four feet at the shoulder and keep a friendly face and demeanor. Their short fur is black and they have strangely somber if not sad eyes, tinged with a slight ethereal glow.

Additional Information

Average Intelligence

Easily as intelligent as most humans.

Perception and Sensory Capabilities

Grave Sense Within the domain that the creature is bound, they are supernaturally aware of all goings on. While in the area of their binding they cannot be surprised and all hide checks against them will fail, as they are attached to the very location as if it were an extension of their senses.

Civilization and Culture

Major Language Groups and Dialects

Lingual Comprehension The Church Grim has been granted the gift of being able to understand any language, spoken or otherwise. They cannot speak but comprehend all.

Culture and Cultural Heritage

The Church Grim is a solitary creature among the living, opting to avoid those who mean no ill will toward their charges, silently watching. With the dead, however, they are rapt in their attention, often spending hours a day just listening to the woes and pains of their charges, offering support in the best ways a canine can. There are never more than one in any given location, and aside from explaining it away as divine will, there is no explanation as to why they are stationed where they are. For the most part, they are left alone, as an undying guardian is generally not a foe most would want to anger. They appear to have impeccable memories and are highly intelligent, but from study, they show vast similarities to mortal dogs, and on occasion can be seen playing with spirits in the cemeteries they guard. Groundskeepers in such areas have even on occasion reported some loose form of cooperative fellowship has formed on rare occasions, the Church Grim alerting the groundskeeper to things that require attention, and even more rare, offering protection to the individual and their family as well.
  • Medium Celestial, Lawful Neutral
  • Armor Class 12
  • Hit Points 10(2d8 + 2)
  • Speed 40'
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10
  • WIS 12 (+1)
  • CHA 7 (-2)
  • Senses Grave Sense
  • Challenge 1 (150 XP)

Abilities

   
  • Grave Sense. Within the domain that the creature is bound, they are supernaturally aware of all goings on. While in the area of their binding they cannot be surprised and all hide checks against them will fail, as they are attached to the very location as if it were an extension of their senses.
  • Apportation. Once per turn, the Church Grim may apport an object from any location they are able to see, remotely or otherwise, to themselves. This is an at will ability and the results are instantaneous. This ability allows the creature to disarm an opponent or even redirect a missile weapon back at the attacker. Quick apportations such as this require an intelligence skill check to succeed, failure missing the item and expending the action.
 

Actions

 
  • Bite. Melee Weapon Attack: +3 to hit, reach 5', one target. Hit 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Scientific Name
Celestial
Lifespan
Eternal
Average Height
5'
Average Weight
250 lb.
Average Length
7'


Cover image: Church Grim by Midjourney

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