Sources
CR
Type
Size
Alignment
Movement

Dolgrim

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
+1
INT
8
-1
WIS
10
+0
CHA
8
-1
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)

Traits

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:6 (1d8 + 2) piercing damage.

Spear. Melee or Ranged Weapon 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.

Lore

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 conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.