Grindylow

Medium Aberration, chaotic evil. CR 1, AC 13, 27 HP. Traits: Mimicry, Slippery, Water Breathing.

Armor class
13
Hit points
27
Challenge
1
Creature type
Aberration
Size
Medium
Alignment
chaotic evil

Stat block

Cha
9
Con
12
Dex
14
Int
8
Str
13
Wis
14
Speed
Swim: 40; Walk: 10
Senses
darkvision 60 ft., passive Perception 12
Skills
Stealth: 4; Athletics: 3; Acrobatics: 4
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.
Languages
Aquan
Special abilities
  • 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.

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.