Grimweird (CR 11)

Medium Undead
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft. and low-light vision
Languages: usually Common


AC: 20 (+1 Dex, +5 defection, +4 natural), touch 16, flat-footed 19
Hit Dice: 12d12 (78 hp)
Fort +9, Ref +10, Will +16
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +3
Attack: Claw +3 melee
Full Attack: 2 claws +3 melee
Damage: Claw 1d4-3 plus energy drain
Special Attacks/Actions: Energy drain, spell-like abilities
Abilities: Str 4, Dex 13, Con -, Int 18, Wis 17, Cha 20
Special Qualities: undead traits, unholy grace
Feats: Augment Summoning; Combat Casting; Negotiator; Persuasive; Spell Focus (conjuration)
Skills: Bluff +19, Concentration +19 (+23 when casting defensively), Diplomacy +25, Gather Information +17, Handle Animal +14, Intimidate +21, Knowledge (arcana) +18, Knowledge (the planes) +18, Sense Motive +14, and Spellcraft +18
Advancement: By character class
Climate/Terrain: Any
Organization: Solitary plus 1 monster from the summon monster VI list
Treasure/Possessions: Double standard

Source: Monster Manual III

Energy Drain (Su): A grimweird can bestow one negative level on a successful claw attack, whether or not it does damage. The DC is 21 for the Fortitude save to remove a negative level; this save DC is Charisma-based.

Spell-Like Abilities: 1/day - dispel magic, protection from chaos/evil/good/law. 1/5 rounds - lesser planar binding (DC 20), summon monster VI (evil creatures only). Caster level 12th. Because of its Augment Summoning feat, all the grimweird's summoned creatures gain +4 Strength and +4 Constitution.

Unholy Grace (Su): A grimweird adds its Charisma modifier as a bonus on all its saving throws, and as a defection bonus to its Armor Class.

A grimweird hates the merest thought of being in melee combat, and so it always interposes at least one monster between it and anyone it meets. If a grimweird gets into combat, it will do whatever it can to get out.

Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane. They wield this energy to summon guards - raising the spirits of hell if necessary - for their frail, barely animated bodies.

A grimweird is never alone. When encountered, it will have already summoned at least one monster. A grimweird never rests, so it is always able to devote its energy to summoning an ally. It is these constant demands that make grimweirds reviled on planes from which monsters are summoned.

Despite this, grimweirds are some of the most charismatic beings in existence. They bluff, cajole, threaten, and blackmail beings of all types into getting them items and information they need.

A grimweird is a foot or so shorter than the human it once was, its muscles and sinews withered by exposure to negative energy. It weighs less than 100 pounds. It speaks the languages it did in life, though it may have learned quite a few more to communicate with its thralls.