Small aberration, chaotic evil
- Armor Class
- 15 (natural armor, shield)
- Hit Points
- 13 (3d6 + 3)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP)
STR
15
+2
DEX
14
+2
CON
12
+1
INT
8
-1
WIS
10
+0
CHA
8
-1
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Deep Speech, Goblin
Traits
Dual Consciousness.
The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Actions
Multiattack.
The dolgrim makes three attacks.
Morningstar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spear.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Hand Crossbow.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.