Page 292 - Eberron -Rising from the Last War_Neat
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D O LG RIM
Small aberration, chaotic evil
1
Armor Class 5 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
1
1
1 5 (+2) 14 (+2) 1 2 (+l) 8 (- ) 10 (+O) 8 (- )
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)
D O LGRIM
o
Dolgrims are squat, deformed things. Warped by the Dual Consciousness. The dolgrim has advantage n saving
daelkyr, a dolgrim is essentially two goblins crushed throws against being blinded, charmed, deafened, frightened,
into one creature, their misshapen body boasting four stunned, and knocked unconscious.
arms and a pair of twisted mouths that gibber and AC I O N S
T
slather at the front of a headless torso. The two mouths
of a dolgrim sometimes carry on demented conversa Multiattack. The dolgrim makes three attacks.
tions with one another. However, a dolgrim has only a Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
single personality-sadistic, bloodthirsty, and brutally target. Hit: 6 (ld8 + 2) piercing damage.
dedicated to serving itself.
Small numbers of these creatures sometimes make Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
their way to the surface, often under the command of range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
dolgaunts, and undertaking missions advancing the 6 (ld8 + 2) piercing damage if used with two hands to make a
inscrutable schemes of their malevolent masters. But melee attack.
great hordes of dolgrims remain clustered in Khyber Hand Crossbow. Ranged Weapon Attack: +4 to i t, range 30/120
h
with the daelkyr, dreaming of the day when they will be ft., one target. Hit: 5 (ld6 + 2) piercing damage.
released into Eberron to feast and destroy.
C H APTER 6 I FRIENDS AND FOES
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