Medium Humanoid, Chaotic Evil
Armor Class 16 (iron armour, natural armour)
Hit Points 64 (7d12 + 10)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
10 (+0)
INT
7 (-2)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws STR +9
Skills Intimidation +2
Damage Immunities Acid, Necrotic
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aggressive. As a bonus action, the glinblin can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The glinblin makes two acid sword attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 2) piercing damage the creature hit makes a constitution saving throw DC 13 if they fail they take (1d12 + 6).

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Acid Infused Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage the creature hit makes a constitution saving throw DC 13 if they fail they take (1d12 + 6).

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Horrible Smell. If a living creature with a sense of smell that is not an orc, goblin, or glinblin comes into combat with the big bad glinblin they must make a constitution saving throw DC 10 or they take (1d6).

Pounce. If the glinblin moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the glinblin can make one bite attack against it as a bonus action.

Acid Blood. I value GM decision making but the big bad glinblin has large amounts of acid in its bloodstream so if you wish and a player chooses to touch its blood or they fail a roll of your choice they suffer (1d6).

Acid Breath (Recharge 5–6). The glinblin exhales acid in a 5-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The glinblin’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: acid splash

1/day each: poison spray

Description

Glinblins are the estranged cousins of the goblins and although weaker in large numbers they can take villages. Glinblins are born with a special affinity to poisons, acids, and magic. They live in holes with the unlucky ones working as slaves for Orcs and Goblins. They look very similar to Goblins but smaller and weaker. Many where leathers and steal food from the humans they live near. Glinblin society is either working for a warlord or joining a glinblin tunnel network which is led by the biggest baddest glinblin (or sometimes a sneaky goblin) that are infused with acids every day to increase their strength. This also leads to the death of those "cunning"  goblins I was taking about.

Habitat: Underdark

twotitanic99

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