Grym is Act 1's adamantine golem boss in the Grymforge — a 300 HP construct that's immune to nearly all damage unless it's standing in lava and gains the Superheated status. The key to victory is using the forge's massive anvil to crush it for 100 damage per strike.
Take a long rest before the fight and ensure someone has Command: Approach prepared. This spell lets you lure Grym into position without risking a counterattack. Also prepare Heat Metal if available — it applies Superheated status even without lava.
Phase 1: Anvil Positioning
- STEP 01
Station Your Lever Operator
Keep someone by the Forge Lever at all times.
Be the first to leave a tipSign in to leave a tip. - STEP 02
Lure Grym Into Position
Attack Grym to make it target you and move under the anvil.
Be the first to leave a tipSign in to leave a tip. - STEP 03
Drop the Anvil
Pull the Forge Lever when Grym is underneath.
Be the first to leave a tipSign in to leave a tip.
Phase 2: Cleanup and Mephits
- STEP 01
Handle Fire Mephits
Kill the Fire Mephits that appear when Grym is low on health.
Be the first to leave a tipSign in to leave a tip. - STEP 02
Repeat Anvil Strategy
Continue the anvil positioning until Grym is defeated.
Be the first to leave a tipSign in to leave a tip.
Grym's Quake attack hits everyone in close range for 3d4 bludgeoning damage and knocks prone on failed STR save. Its Slam deals 4d8+7 bludgeoning damage to a single target with the same prone effect.
LOOT DROPS
| ITEM |
|---|
| Grymskull Helm |
| 500 XP |
