# Grindylow *Medium* *Aberration* *chaotic evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 27 (5d8+5) - **Speed:** swim 40 ft. walk 10 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Creature Codex, page 210 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 13 (+1) | 14 (+2) | 12 (+1) | 8 (-1) | 14 (+2) | 9 (-1) | - **Skills:** acrobatics +4, athletics +3, stealth +4 - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Aquan ### Special Abilities - **Mimicry:** The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. - **Slippery:** The grindylow has advantage on ability checks and saving throws made to escape a grapple. - **Water Breathing:** The grindylow can breathe only underwater. ### Actions - **Multiattack:** The grindylow makes two attacks: one with its bite and one with its claws. - **Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. - **Claws:** Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target. - **Ink Cloud (Recharges after a Short or Long Rest):** A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.

After releasing the ink, the grindylow can use the Dash action as a bonus action.