Eberron - Rising from the Last War

(Joyce) #1
Dolgrim

Dolgrims are squat, deformed things. Warped by the
daelkyr, a dolgrim is essentially two goblins crushed
into one creature, their misshapen body boasting four
arms and a pair of twisted mouths that gibber and
slather at the front of a headless torso. The two mouths
of a dolgrim sometimes carry on demented conversa­
tions with one another. However, a dolgrim has only a
single personality-sadistic, bloodthirsty, and brutally
dedicated to serving itself.
Small numbers of these creatures sometimes make
their way to the surface, often under the command of
dolgaunts, and undertaking missions advancing the
inscrutable schemes of their malevolent masters. But
great hordes of dolgrims remain clustered in Khyber
with the daelkyr, dreaming of the day when they will be
released into Eberron to feast and destroy.


DO LG RIM
Small aberration, chaotic evil

Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.

STR
15 (+2)

DEX
14 (+2)

CON
12 (+l)

INT
8 (-1)





..
..

WIS
10 (+O)

Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)





CHA
8 (-1)

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 We apon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (ld8 + 2) piercing damage.
Spear. Melee or Ranged We apon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
6 (ld8 + 2) piercing damage if used with two hands to make a
melee attack.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30 /12 0
ft., one target. Hit: 5 (ld6 + 2) piercing damage.

CHAPTER 6 I FRIENDS AND FOES
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