1. Races

Dolgrim

Small Aberration, Chaotic Evil
AC 15 (natural armor, Shield)
Initiative +2 (12)
HP 13 (3d6 + 3)
Speed 30 ft.
mod
save
mod
save
mod
save
Str
15
+2
+2
Dex
14
+2
+2
Con
12
+1
+1
Int
8
-1
-1
Wis
10
+0
+0
Cha
8
-1
-1
Gear Hand Crossbow, Morningstar, Spear
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech, Goblin
CR 1/2 (XP 100; PB +2) 

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.

Crossbow, hand. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.