Grilp

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Grilp token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Grilp

Level 4 Minion Ambusher
Devil, Hobgoblin, Infernal EV 6
  1. 1T Size
  2. 7 Speed
  3. 8 Stamina
  4. 0 Stability
  5. 3 Free Strike
Immunity Fire 2 Weakness โ€”
Movement Fly With Captain +2 bonus to speed
  1. Might

    -1
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    0
  1. Flyby Bite 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object per minion
    ! 3 damage @ 5 damage # 7 damage; the grilp shifts up to 2 squares
    Effect:

    The grilp moves up to their speed and can attempt to hide.

  2. Bat Out Of Hell

    Any enemy who makes a saving throw takes a โˆ’1 penalty to the saving throw for each grilp adjacent to them.

  3. Shifting Camouflage

    The grilp has concealment from all creatures.

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Hobgoblins Malice


  1. Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

  2. Operation Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

  3. Tiny Stabs 5 Malice

    1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

  4. Operation Tactical Swarm 5 Malice

    1. Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

  5. Swamp Stink 7 Malice

    1. The encounter map is covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

    2. ! 5 poison damage; the creature is weakened until the mist disappears @ The creature is weakened until the mist disappears # No effect
  6. Operation Earth Sear 7 Malice

    1. Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their next turn.

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