Grimlock

Medium humanoid (grimlock), neutral evil

Armor Class
11
Hit Points
11 (2d8 + 2)
Speed
30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
9 (−1)
WIS
8 (−1)
CHA
6 (−2)
Skills
Athletics +5, Perception +3, Stealth +3
Condition Immunities
blinded
Senses
blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
Languages
Undercommon
Challenge
1/4 (50 XP)

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Running this fight? Add the grimlock to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.