Grumink the Renegade

Princes of the Apocalypse p. 210

Size
Medium
Type
humanoid (any race)
Alignment
Any Non-Good Alignment
AC
15 (studded leather armor)
Hit Points
78 (12d8+24)
Speed
walk 30 ft.
Saving Throws
Dex +6, Int +4
Skills
Acrobatics +6, Deception +3, Perception +3, Stealth +9
Resistances
poison
Passive Perception
13
Languages
Thieves' cant plus any two languages
Challenge
8
STR
11
+0
DEX
16
+3
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
10
+0

Traits

Assassinate

During its first turn, Grumink has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Grumink scores against a surprised creature is a critical hit.

Evasion

If Grumink is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Grumink instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn)

Grumink deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Grumink that isn't incapacitated and Grumink doesn't have disadvantage on the attack roll.

recharge

1/TURN

Actions

Multiattack

Grumink makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Other data

description