Grindylow
Grindylow
Medium aberration, chaotic evil
- Armor Class 13 (natural armor)
- Hit Points 27 (5d8+5)
- Speed 10 ft., swim 40 ft.
- STR
13 (+1) - DEX
14 (+2) - CON
12 (+1) - INT
8 (-1) - WIS
14 (+2) - CHA
9 (-1)
- Skills Acrobatics +4, Athletics +3, Stealth +4
- Senses darkvision 60 ft., passive Perception 12
- Languages Aquan
- Challenge 1 (200 XP)
- Mimicry. The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.
- Slippery. The grindylow has advantage on ability checks and saving throws made to escape a grapple.
- Water Breathing. The grindylow can breathe only underwater.
Actions
- Multiattack. The grindylow makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Claws. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.
- Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
After releasing the ink, the grindylow can use the Dash action as a bonus action.