Grimlock Technical

Medium Humanoid

Armor Class 12

Hit Points 13 (2d8+4)

Speed walk +30

Challenge 1/2

STR
14
+2
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
10
+0
CHA
8
-1

Skills stealth +4, athletics +4, perception +2, engineering +4

Condition Immunities blinded

Senses blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14

Languages Undercommon

Special Abilities

Camouflage. The grimlock has advantage on Stealth checks made to hide in rocky terrain.

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

Actions

Lightning Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage.

Throttle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 12) and can't breathe. Until this grapple ends the grimlock can't use any attack other than throttle and only against the grappled target and it makes this attack with advantage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Silenced Blunderbuss. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. The blunderbuss fires with a cloud of smoke and a quiet pop that can be heard from 30 feet away. It requires an action to reload the blunderbuss.

Smoke Bomb (3/Day). The grimlock throws a vial at a point up to 20 feet away. The area within 30 feet of that point is heavily obscured for 1 minute or until cleared by a strong wind.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open