The Grinch

Medium humanoid (bugbear), chaotic evil

Armor Class 15

15 Hit Points 105 (14d8 + 42)

105 (14d8 + 42) Speed 40 ft.

STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 16 (+3) 10 (+0) 8 (-1)

Saving Throws Dex +10, Con +7

Dex +10, Con +7 Skills Sleight of Hand +10, Stealth +14

Sleight of Hand +10, Stealth +14 Damage Resistances cold

cold Damage Immunities poison

poison Condition Immunities charmed, poisoned

charmed, poisoned Senses darkvision 120 ft., passive Perception 10

darkvision 120 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 9 (5,000 XP)

Brute. A melee weapon deals one extra die of its damage when the Grinch hits with it (included in the attack).

Cunning. The Grinch can take the Dash, Disengage or Hide action as a bonus action on each of its turns. The Grinch can also move half of its movement speed as a reaction to taking damage.

Evasion. If the Grinch is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Grinch instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Grinch deals an extra 14 (4d6) 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 and the Grinch doesn't have disadvantage on the attack roll.

Stench. Any creature other than the Grinch that starts its turn within 5 feet of the Grinch must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of the Grinch for 1 hour.

Surprise Attack. If the Grinch surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The Grinch makes three melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.

Sickle. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) slashing damage, and 7 (2d6) cold damage.