Dolgrim Species in The True Dark Ages | World Anvil

Dolgrim

Dolgrim CR: 1/2

Small aberration, chaotic evil
Armor Class: 15 (natural armour, shield)
Hit Points: 12 3d6+3
Speed: 30 ft

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
Challenge Rating: 1/2

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 8 1d8+2 piercing damage.   Spear. Melee or Ranged 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.

Dolgrims are squat deformed things. Warped by contact with the Star Gods & Elder Evils, they are essentially two goblins crushed together into one. 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 conversations 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 regions inhabited by others under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great numbers of dolgrims remain clustered in cult areas, and places touched by such ancient twisted gods, dreaming of the day when when they will be released into the midst of the living to feast and destroy.

Suggested Environments

Star God marked regions with large goblin populations.


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