“Death isn’t the end, darling—it’s just another phase. Literally. Five of them. And if you think that means
you’re getting out of the fight early, think again.” —Delianna
When your HP reaches 0, you gain the:
Dying condition
and enter:
the Spirit State.
In Grimhowl, unconscious characters remain active participants in combat through their spirit as they
struggle against death itself.
The Five Stages of Death
At the end of each of your turns while Dying, make the appropriate check for your current stage.
Stage Check Result
Denial 0–1★: Advance to Anger
3★: Remove Dying
Anger 0–1★: Advance to Bargaining
3★: Remove Dying
Bargaining Diplomacy or Divine (DC 5) 0–2★: Advance to
Depression
3★: Remain at Bargaining
4★: Remove Dying
Depression Endurance or Survival (DC 6) 0–2★: Advance to
Acceptance
3★: Remain at Depression
4★: Remove Dying
Acceptance — You die
Dying Rules
Advancing Stages
If you fail your check or do not generate enough ★:
Advance to the next stage.
Taking Damage While Dying
If you take damage while Dying:
Immediately advance to the next stage.
No roll is made.
Revival
You may be revived during any stage except:
Acceptance.
If healed:
Return to 1 HP
Remove the Dying condition
Immediately return to your body.
Your current death stage does not reset until you complete:
A Short Rest,
OR
“Death isn’t the end in Chondara. It just means your body stopped keeping up.” —Delianna
When you first gain the Dying condition, your spirit tears free from your body and enters the Spirit State.
Even on the edge of death, you remain part of the fight.
Spirit State
While in the Spirit State:
Your spirit cannot be seen or interacted with unless stated otherwise
Your spirit may only take Move actions
Your spirit has a Move of 5
Your spirit cannot move more than 5 squares away from your body
Your spirit may move through creatures and objects unless blocked by magical effects that specifically
affect spirits.
Haunting Presence
When your spirit shares a space with another creature:
Allies
Allies sharing your space gain:
+1d4 Resistance to everything
Enemies
Attacks against enemies sharing your space deal:
+1d4 Spirit damage
Spirit damage ignores all resistances unless a creature has Spirit Resistance.
Only 1 spirit may affect a creature at a time. The player of the spirit rolls these dice, always.
Revival
You may be revived normally while in the Spirit State.
When revived:
Spirit Points
The first time each encounter you are revived from Dying:
Tier I — 5sp
Strong Spirit — Gain 1d4 Spirit Resistance
Powerful Tether — Your spirit may move up to 10 squares away from your body
Haunting Presence — If your spirit shares a space with an enemy, you may make Intimidation checks against them
Soothing Spirit — Dying creatures other than yourself sharing your spirit’s space gain +1★ on Death checks
Peaceful Spirit — Your spirit may make Diplomacy checks against creatures sharing its space
Tier II — 10sp
Vengeful Spirit — Allies gain Advantage on attacks against creatures sharing your spirit’s space
Protective Spirit — Allies sharing your spirit’s space gain Advantage on defense checks
Malicious Spirit — Your spirit may make Athletics checks against creatures sharing its space
Spirit Guide — Allies gain Advantage on Insight checks against creatures sharing your spirit’s space
Improved Strong Spirit — Increase your Spirit Resistance to 1d6. If you do not possess Strong Spirit, gain 1d4 Spirit Resistance instead
Tier III — 15sp
Spirit Bond — Increase the DC of attacks and skills targeting allies sharing your spirit’s space by +1
Malignant Spirit — Reduce the DC of attacks and skills targeting enemies sharing your spirit’s space by 1
Raging Spirit — Your spirit may make Melee attacks dealing 1d4 Spirit damage against creatures sharing its space
Not on My Watch — Immediately advance to the next Stage of Death. End the Dying condition on a creature sharing your spirit’s space and heal them for 1d4 HP
Tier IV — 20sp
Spirit Blast — Your spirit may make Ranged attacks dealing 1d4 Spirit damage with a range of 5
Improved Powerful Tether — Your spirit may move up to 15 squares away from your body
Mend the Soul — Immediately advance to the next Stage of Death. All allies within Aura 5 regain 1d4 HP per Rank of your Willpower
Light Spirit — Your spirit gains Fly movement
Tier V — 25sp
Free Spirit — Your spirit is no longer tethered to your body
Chakras Aligned — The bonuses from Haunting Presence become +2d4. The damage of Raging Spirit and Spirit Blast also increases to 2d4
Unstoppable Spirit — Your spirit may move through magical barriers unless specifically designed to affect spirits
Final Sacrifice — Heal all allies to full HP and end all ongoing conditions and spell effects affecting them. You immediately die and cannot be revived by any means
Delianna’s Note
“Most worlds treat death like a timeout. Grimhowl treats it like a career change.”