b'Grimlock Priest \n'b'  Medium   humanoid  (grimlock) \n'b'  Armor Class  13 (hide armor)  Hit Points  27 (5d8 + 5)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  12 (+1)  CON:  12 (+1)  INT:  9 (-1)  WIS:  16 (+3)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Religion  +5,  Medicine  +7  Senses  blindsight 90 ft. (blind beyond this radius), passive  Perception  13  Condition Immunities   blinded   Languages  Eholan (Undercommon)  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blind Senses . The grimlock can\xe2\x80\x99t use its blindsight while  deafened  and unable to smell. \n'b'  Keen Hearing and Smell . The grimlock has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Stone Camouflage . The grimlock has advantage on  Dexterity  ( Stealth ) checks made to  hide  in rocky terrain. \n'b'  Extended Blindsight . The grimlock priest has been gifted with an extended range of blindsight (included in the stat block). \n'b'  Divine Eminence . As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b'  Spellcasting . The priest is a 5th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 13, +5 to hit with spell attacks). The priest has the following  cleric  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at-will) :  sacred flame ,  thaumaturgy ,  guidance  \n'b'  1st Level (4 slots) :  inflict wounds ,  guiding bolt ,  cure wounds  \n'b'  2nd Level (3 slots) :  lesser restoration ,  spiritual weapon  \n'b'  3rd Level (2 slots) :  dispel magic ,  spirit guardians  \n'b'\n'b' ACTIONS \n'b'\n'b'  Spiked Bone Club .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage. \n'b'  Rocks .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 15/30 ft., one target.  Hit : 5 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Grimlocks were once human, but they now roam through the deep places of the world, settling in any abandoned ruins or empty caverns they can find. They appear as pale skinned humans with no eyes in their eye sockets. Their sightless nature makes them unconcerned with ornaments or fashion. They use their feces as a means to mark their territory and their smell as a way to identify each other, so they have a potent odor as well. \n'b' Grimlocks are hunter-gatherers. They roam the deep earth scavenging what they can. Their gods are the ancient titans that make the deep earth their home. Their chiefs are usually the strongest warrior or the most powerful spellcaster. \n'b' Grimlocks aren\xe2\x80\x99t picky eaters and they are famous cannibals. The deep earth is a harsh environment, and its denizens can\xe2\x80\x99t afford to be picky about their food. \n'b' Grimlocks are not builders. For shelter, they seek out the abandoned lairs of dwarves, or other races that live in the deep earth that have carved out their homes there. \n'b' The perimeter of their dwellings are often marked with offal and viscera as a sort of smell trap. Individuals who step through these traps without taking proper care will give themselves away to the grimlock\xe2\x80\x99s superior sense of smell, making it extremely hard to surprise the blind humanoids. \n'b' In addition to the defenses they set around the perimeter of their realm, they also keep dangerous creatures of the Underworld as both pets and guardians. \n'b' Creatures such as basilisks, darkmantles and otyughs are among the most common.'