Armor Class
15
Grumink the Renegade
Medium Humanoid · Chaotic Evil Chaotic NY Evil
Hit Points
78 (12d8 + 24)
Speed
Walk 30 ft.
CR
8
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 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 () 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 and Grumink doesn't have disadvantage on the attack roll.
Actions
Multiattack
Grumink makes two shortsword attacks.
Shortsword
Melee Weapon Attack +6 to hit, reach 5 ft., one target. 6 () Piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 () 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. 7 () Piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 () Poison damage on a failed save, or half as much damage on a successful one.