Grendel – The Cursed Shadow of Heorot
“Grendel, the shadow-haunting fiend of Hrothgar’s hall, is a blood-hungry outcast born of Cain’s cursed line, whose midnight rampages leave only silence, splintered shields, and the stench of fear in their wake.”

- Alias(es):
- The Shadow of Heorot
- The Marsh-Dweller
- The Death-Dealer
- The Descendant of Cain
- Gender:
- Male
- Race/Species:
- Monstrous humanoid (cursed giant-kin)
- Occupation/Role:
- Raider, predator, scourge of Hrothgar’s hall
- Religion/Belief System:
- None explicitly practiced; defined by divine curse and exile from the human and divine order
- Key Allies:
- Grendel’s Mother (only known close ally)
- Primary Enemies or Rivals:
- King Hrothgar and the Danes
- Beowulf (ultimate foe)
- Abode / Base of Operations:
- Submerged lair in the misty marshlands and fens near Heorot
- Nationality / Cultural Background:
- Outcast from human society; tied by origin to ancient Danish and Geatish world
- Languages Spoken:
- Old Norse/Old English dialects (varies by adaptation; often understands human speech even if rarely speaks)
- Moral Alignment:
- Chaotic Evil
- Affiliations / Factions:
- None (lives outside all human and monstrous political orders)
- Significant Others / Romantic Ties:
- None recorded; no known romantic or procreative relationships outside bond with his mother
Grendel is the infamous monster of the Old English epic Beowulf—a night-stalking terror born of an ancient curse, feared for his relentless assaults on King Hrothgar’s hall, Heorot. Neither wholly beast nor man, he embodies both primal savagery and the tortured loneliness of the ultimate outsider. In his world, Grendel is more than a threat—he is a living symbol of exile, vengeance, and the forces that lurk just beyond the fragile boundaries of human civilization.
Life Story
Origins and Curse
Grendel’s lineage traces back to Cain, the first murderer in human history. This ancestry brands him with divine condemnation, marking him as an eternal outcast from the human race. Banished from the company of mankind, Grendel inhabits the fens and marshlands—a liminal world of mist, decay, and isolation. His form is monstrous: vast, misshapen, and terrifying, though details vary between translations and adaptations.
The Years in Exile
In his exile, Grendel’s existence is defined by hunger—both physical and emotional. He watches the Danes celebrate in Heorot, their mead hall echoing with music, laughter, and the songs of creation. These sounds are not just noise to him; they are reminders of a world from which he has been forever cut off. Each peal of joy intensifies his rage and fuels his need to destroy what he cannot share.
Major Events and Exploits
The Raids on Heorot
For twelve years, Grendel wages a silent war against Hrothgar’s warriors. Moving under the cover of darkness, he bursts into the mead hall and slaughters the men, carrying their bodies away to devour. The Danes’ weapons are useless against him—whether due to his supernatural invulnerability or the protection of some dark magic.
The Fatal Battle with Beowulf
Grendel’s reign of terror ends when Beowulf, a Geatish hero, arrives to confront him. In a raw, primal clash fought without weapons, Beowulf seizes Grendel’s arm in an unbreakable grip. The monster struggles, but his strength is matched and overpowered; his arm is torn from its socket. Mortally wounded, he flees to his lair in the marshes, where he dies in agony.
The Legacy of His Death
Grendel’s death triggers another conflict—his mother’s vengeful assault on Heorot. Though she is slain by Beowulf, the cycle of violence Grendel began underscores the epic’s themes of vengeance and the inevitability of conflict between outsiders and the human world.
Key Achievements
While “achievements” is an ironic term for a figure defined by destruction, Grendel’s legacy in his world is undeniable:
- Unmatched Fear – Maintained a reign of terror over Heorot for more than a decade.
- Weapon-proof Resistance – Demonstrated near-total immunity to the weaponry of his enemies.
- Enduring Legend – His story endures over a thousand years later, shaping literature, art, and philosophical thought.
Character Analysis
Fears
At his core, Grendel fears irrelevance and invisibility. His attacks are as much about making himself known as they are about feeding. He fears that his existence—cursed, lonely, and despised—has no purpose beyond suffering.
Motivations
Grendel’s violence stems from deep resentment toward humanity’s joy and unity. His attacks are acts of protest against the divine judgment that exiled him. In John Gardner’s novel Grendel, he is portrayed as an existential antihero, motivated by the search for meaning in a universe that offers him none.
Ultimate Goals
Whether consciously or not, Grendel seeks acknowledgment—proof that he matters in a world determined to reject him. His reign of terror is not random; it is his way of carving a place for himself in the human story, even if that role is “monster.”
Significance in His World
Grendel stands as a cautionary figure in the world of Beowulf: a reminder of the dangers that arise when the alienated and the dispossessed are left outside the bonds of community. His significance lies in his dual nature—both a literal threat to the Danes and a symbolic one to the very order they try to uphold. By confronting him, Beowulf isn’t just killing a beast; he is reaffirming the fragile triumph of civilization over chaos.
Grendel 5e 2024
Grendel 5th
Grendel 3.5
Grendel

Armor Class: 18 (Natural Armor)
Hit Points: 367 (29d12 + 203)
Speed: 50 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 14 (+2) | 25 (+7) | 10 (+0) | 16 (+3) | 8 (-1) |
Saving Throws: Str +13, Con +13, Wis +9
Skills: Perception +9, Stealth +8, Athletics +13, Intimidation +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Old Common and Giant, cannot speak
Challenge: 17 (18,000 XP)
Proficiency Bonus: +6
Traits
- Curse of Cain: Cannot be harmed by nonmagical weapons; magical or supernatural weapons bypass this immunity.
- Savage Grappler: Can grapple Huge or smaller creatures without penalty; can grapple up to two creatures simultaneously.
- Fear of Joy: If within 30 ft. of creatures celebrating with music, singing, or laughter, must succeed on a DC 18 Wisdom saving throw or enter a Frenzied Rage: advantage on melee attacks, disadvantage on saving throws until the start of next turn.
- Amphibious: Can breathe air and water.
- Regional Advantage – Marshlands: Gains advantage on Stealth checks in misty or water-filled terrain and ignores difficult terrain penalties while moving through marshes.
Actions
- Multiattack: Makes two attacks: one Claw and one Bite.
- Claw: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (4d8+7) slashing damage; target is grappled (escape DC 21).
- Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one grappled target. Hit: 36 (6d8+7) piercing damage.
- Frenzied Rend (Recharge 5–6): Rends all grappled creatures. Each takes 45 (6d10+7) slashing damage. If a creature is reduced to 0 HP, Grendel can move up to half his speed without provoking opportunity attacks.
Reactions
- Death Grip: When a creature within 10 ft. attacks Grendel, he can use his reaction to attempt a grapple as part of his defense.
Lair Actions (Marsh Cavern; Initiative 20)
- Misty Shroud: Fog heavily obscures vision for all creatures except Grendel until next initiative 20.
- Fen Collapse: Ground in a 20-foot radius becomes unstable. All creatures except Grendel must make DC 18 Dexterity saves or fall prone and become restrained in thick mud until freed.
- Echo of the Hall: Sound of Heorot’s laughter echoes magically. All enemies within 30 ft. must succeed on a DC 18 Wisdom saving throw or become frightened until end of next turn.
- Marsh Surge: Water rises in lair, reducing movement by half for land-bound creatures and granting Grendel advantage on attacks made from or into water.
Regional/Environmental Effects
- Swampy Terrain: Difficult terrain throughout marsh; movement halved for non-Grendel creatures.
- Submerged Lair: Grendel can fully submerge to hide or ambush. Advantage on attacks while submerged.
- Seasonal Effects:
- Winter: Frozen marsh reduces movement, Grendel gains advantage on mobility checks.
- Spring/Flooded: Lair partially flooded; Grendel moves faster in water.
- Proximity to Heorot: Human celebration triggers Frenzied Rage mechanic.
- Sacred Sites: Grendel takes penalty against radiant or psychic effects due to cursed nature.
Equipment & Magic Items
- Relies on natural weapons; no worn armor or weapon.
- Lair may contain rusted Danish swords, broken shields, or enchanted heirlooms.
- Optional Artifact: The Mead-Hall Torc (Wondrous Item, rare, grants resistance to psychic damage).
D&D 5E Epic Monsters: Grendel (5E)

D&D 5E – Epic Monsters: Grendel (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
At first glance I sort of wrote Grendel off as your average ogre or giant but he’s definitely something more. In the story he has tremendously powerful hearing and later on–a good while after he’s already dead–his blood proves corrosive enough to ruin a (maybe magical) sword. He’s definitely not a match for Beowulf (who has appeared elsewhere in Mythological Figures) but certainly no pushover.
Grendel
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10+48)
Speed 45 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 15 (+2) | 18 (+4) | 11 (+0) | 14 (+2) | 7 (-2) |
Saving Throws Cha +1
Skills Athletics +9, Perception +8, Survival +5
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Giant, Olde English
Challenge 9 (5,000 XP)
Big-Handed Grappling. Grendel has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. To do so, Grendel makes another grapple check. If he succeeds, the creature is restrained until the grapple ends. Grendel only needs one hand to grapple a creature of Medium size or smaller.
Leap. Grendel increases the distances of his horizontal jumps by 20 feet and his vertical jumps by 10 feet.
Superior Hearing. Grendel has advantage on sound-based Wisdom (Perception) checks.
Toxic Blood. When a creature within 5 feet of Grendel hits him with a melee attack that deals piercing or slashing damage, that creature takes 7 (2d6) acid damage.
ACTIONS
Multiattack. Grendel attacks three times.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 250/500 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.
Thrown Object. Ranged Weapon Attack: +9 to hit, range 250/500 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 13 (1d8+9) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to a maximum of 10d8 at 1,000 pounds). A creature thrown at an object bigger than it takes regular damage, but only takes half damage when thrown at another creature.
Grendel

This loping horrid creature resembles a man, but no man was ever so tall or so feral. Its hide is thick, and its jaws and claws appear adept at tearing human flesh. It carries over its shoulder a massive bag crafted out of dragonskin.
Originally Posted by demiurge1138 of the En World forums.
Grendel is the ogre-like descendent of Cain, the first murderer. Hated by the gods, he lived in a haunted mere with his mother, a powerful hag. Grendel fed on wild game and the occasional traveler until King Hrothgar built Herorot, a great hall with the purpose of being a stronghold and center for merriment. When investigating Herorot, he heard a song singing the praises of the Creator, and fell into a blind and hateful rage. From that day forward, he raided the hall nightly, grabbing and killing sleeping warriors and shoving them in his dragonskin bag to be eaten later.
Grendel’s reign of terror lasted 12 years, before the hero Beowulf came to Herorot to kill him. The unsuspecting Grendel found himself in the iron grip of Beowulf, who wrenched off his arm as the creature escaped. Grendel then died in the swamps from his grievous wound, and his mother swore revenge.
Grendel | |
Cain-son* Bog Giant Barbarian 2, Rogue 1 | |
Large Giant | |
Hit Dice | 8d8+2d12+1d6+99 (159 hp) |
Initiative | +0 |
Speed | 40ft, Swim 40ft |
Armor Class | 22 (-1 size, +2 Dexterity, +11 natural), touch 12, flat-footed 20 |
Base Attack/Grapple | +8/+24 |
Attack | Claw +19 melee (1d6+12) |
Full Attack | 2 claws +19 melee (1d6+12), bite +17 melee (1d8+6) |
Space/Reach | 10ft/10ft |
Special Attacks | Rage 1/day, rend 2d6+18, sneak attack +1d6 |
Special Qualities | Darkvision 60ft, DR 15/bludgeoning, Low-Light Vision, trapfinding, Scent, uncanny dodge |
Saves | Fort +18, Ref +6, Will +2 |
Abilities** | Strength 35, Dexterity 15, Constitution 29, Intelligence 6, Wisdom 11, Charisma 10 |
Skills | Hide +11*, Listen +7, Move Silently +11, Swim +20 |
Feats | Cleave, Great Fortitude, Power Attack, Stealthy |
Environment | Cold marsh |
Organization | Unique |
Challenge Rating | 11 |
Treasure | Dragonskin bag of Grendel |
Alignment | Chaotic evil |
Advancement | By character class |
Combat

Grendel prefers to avoid fair fights, and always attacks from ambush. Whether this consists of hiding in the mere or merely creeping towards a sleeping human depends on the situation. If he fails to kill his opponent on the first attack, he is liable to fly into a rage, biting and clawing his foe until one of them is dead.
Rend (Ex) Whenever Grendel hits an opponent with two claw attacks, he grabs and tears the opponent’s flesh. This attack automatically deals an additional 2d6+12 damage.
Skills Grendel has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Grendel has a +4 racial bonus to all Hide checks. This bonus increases to +8 in marshes.
* The Cain-son template is the half-troll template, with the fast healing replaced with damage reduction.
** These abilities are based on the elite array.
New Magic Item
Dragonskin bag of Grendel This large sack is crafted from the hides of black dragons and swamp serpents. The bag has the ability to affect any objects carried within it as if a shrink item spell had been cast on them. The objects remain shrunken until they are removed from the sack. Grendel was not the first owner of this item; he gained it by waylaying a traveler. Grendel uses the sack to store and carry bodies.
Faint transmutation; CL 5th; Craft Wondrous Item, shrink item; Price 18,000gp (15,000 if made as a mundane sack); Weight 2 lbs