Grym — Adamantine Forge
Location: Grymforge depths. Accessed via the elevator past the duergar camp. Insert a Mithral Ore + Mould into the forge, then pull the lever to summon Grym.
Boss Mechanics
| Mechanic | Detail |
|---|---|
| Grym | Huge construct, ~300 HP. Immune to ALL damage except Bludgeoning. Superheated condition (takes double Bludgeoning) when standing in lava. |
| Adamantine Golem | Cannot be pushed, pulled, proned, disarmed, frightened, poisoned, or crit. Construct immunities. |
| Lava | The forge platform has lava grates. Grym steps in lava → Superheated (vulnerable to Bludgeoning). His footsteps also create lava pools. |
| Forge Hammer | The central platform has a lever. Pulling it drops a massive hammer dealing 100-150 Bludgeoning damage to anything on the center. This is your PRIMARY damage source. |
| Legendary Action (Honour Mode) | Grym gains Quake — stomp that knocks everyone Prone in a large AoE. Can interrupt your hammer lure strategy. |
Strategy — Hammer Method
This is the intended (and safest) method. Don’t try to melee him down — it takes forever and Grym hits extremely hard.
Setup
- Before pulling the lever: craft your first Adamantine item (Scale Mail or Shield recommended). The forge needs one Mithral Ore + one Mould.
- Position party: One character stands at the hammer lever (elevated platform). Everyone else on the far side of the arena, AWAY from the central platform.
- Summon Grym: Pull the forge lever when ready. Grym emerges from the lava pipe.
Lure and Hammer Loop
- Bait Grym onto the central platform. He fixates on the last character who hit him. Use the lever character or a ranged attacker to ping him, then stand on the far side of the center ring.
- Once Grym steps onto the center (his circle overlaps the central grate), pull the lever. The hammer drops for ~120 Bludgeoning.
- Repeat until dead. Takes 3 hammer hits.
- Between hammer drops: Grym moves toward whoever hit him last. Rotate aggro — one character on lever, one on bait, everyone else ranged.
Party Assignment
| Role | Who |
|---|---|
| Lever puller | Shadowheart (ranged, can Sanctuary herself). Stands at the lever. |
| Bait | Throwzerker or Astarion — hit Grym from range, then run to opposite side of center. |
| Ranged damage | Storm Sorc (Magic Missile — Force works, but Bludgeoning is best), Wild Magic Sorc. |
| Emergency melee | Lae’zel or Bardadin — only if Grym gets stuck off-platform. Use bludgeoning weapons (mauls, warhammers). |
Alternative — Bludgeoning Melee
If you insist on fighting Grym directly:
- Equip EVERYONE with bludgeoning weapons (mauls, warhammers, maces, quarterstaves).
- Keep Grym standing in lava (Superheated = double Bludgeoning damage).
- Use Haste/Potion of Speed and unload. At level 5-6, each melee hit deals ~20-30 Bludgeoning (Superheated).
- ⚠️ Grym hits for 30-50 damage per swing. Anyone in melee range is at serious risk.
- TB Throwzerker excels here: Returning Pike is a thrown weapon but does Piercing, NOT Bludgeoning. Use Light Hammers or throw heavy objects instead.
Honour Mode Specifics
- Grym’s Quake (Legendary Action) — massive AoE prone. If your lever puller gets proned, you can’t hit the hammer that round. Keep lever puller at max range.
- Lava management — Grym’s footsteps create lava that persists. Don’t let him flood the arena. Lure him through the center each time.
- Grym is immune to crits — Killer’s Sweetheart, Hold Monster, etc. don’t work. Pure raw damage only.
- Two Mithral Ores — craft Scale Mail + Shield (or Splint + Scale Mail). You can find a second Mithral Ore in the lava area near the forge.
- After Grym dies, you can use the forge again without re-summoning him. Free adamantine crafting.
Post-Fight
- Loot Grym: Grymskull Helm (heavy armour helm, Hunter’s Mark 1/Long Rest, immune to crits, fire resistance).
- Both Adamantine items forged (your choice from Scale Mail, Splint Armour, Shield).
- Mithral Ore locations: near the forge elevator (lava area), and near the Ancient Forge waypoint.