Large Monstrosity, Chaotic Evil
Armor Class 12 15 with Mage Armor
Hit Points 75 (10d10 + 20)
Speed 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws STR +6, DEX +6, CON +6, INT +10, WIS +8, CHA +8
Skills Arcana +6, Deception +5, Medicine +5
Damage Resistances Slashing from Nonmagical Attacks, Acid, Poison
Damage Immunities Necrotic
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. Gryma has advantage on melee attack rolls against creatures that are not at full hit points.

Dark Devotion. Gryma has advantage on saving throws against being charmed or frightened.

Fear Aura. Any creature hostile to Gryma that starts its turn within 30 feet of her must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours.

Spellcasting. Gryma is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): Chill Touch, Sapping Sting, Shocking Grasp, Thorn Whip

1st level (4 slots): Mage Armor, Arms of Hadar, Mind Sliver, Magic Missile

2nd level (3 slots): Misty Step, Darkness, Enthrall

3rd level (3 slots): Bestow Curse, Counterspell, Fear

4th level (1 slot): Blight

Actions

Multiattack. Gryma makes two attacks: one Arcane Blast and one Bite

Arcane Blast. Ranged Spell Attack: +5 to hit, range 35 ft., one target. Hit: 19 (3d6 + 8) [necrotic] damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled or restrained creature. Hit: 9 (2d6 + 2) [piercing] damage.

Tongue Lash. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 8 (2d4 + 3) [damage type] damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or become restrained and pulled up to 10 feet toward Gryma. If the target is pulled adjacent to Gryma, she may attempt a Bite attack for free.

 Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) [piercing] damage.

Legendary Actions

Gryma can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.

Cantrip. Gryma casts a cantrip.

Tongue Flick. Gryma makes a Tongue Lash attack.

Shadow Step. Gryma teleports up to 15 ft. to an unoccupied space she can see in dim light or darkness.

Sbroutis

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