I know dolgaunts (and a named dolgrim) are in the KotS Eberron conversion article, but I wasn't too impressed with the dolgaunt and I thought that giving the dolgrim the goblin racial power (rather than its own distinctive power) was also a bit lacking.
And I think that, in the scheme of things, these creatures should be mid- to high-heroic threats, or low-paragon as minions.
DOLGRIM
Formed out of goblins by the insane daelkyr, dolgrim are short gray-skinned humanoids with two wide mouths (one on top of the other), two sets of arms (ditto), and no neck. Their minds house two personalities, one of which is the "stronger" dominant one, with each controlling one set of arms and one mouth. As a result, the creature is quite capable of carrying on a conversation with itself. They are the foot soldiers of the daelkyr's armies on Eberron.
DOLGRIM GRUNT - Level 4 Brute
Small aberrant humanoid - XP 175
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Initiative +5; Senses Perception +3, low-light vision
HP 64; Bloodied 32
AC 17; Fortitude 16; Reflex 17; Will 17
Speed 5
---
Club (standard; at will) * Weapon: +7 vs. AC; 1d6+4 damage.
Javelin (standard; at will) * Weapon: +7 vs. AC; 1d6+4 damage.
Javelin (standard; at will) * Weapon: Ranged 10/20 +7 vs. AC; 1d6+4 damage.
Many Armed (standard; at will): The dolgrim grunt makes a club attack and a javelin attack (melee or ranged).
Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim grunt shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim grunt automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
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Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +10, Endurance +8
Str 18; Dex 17; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, three javelins
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DOLGRIM BOLT-THROWER - Level 3 Artillery
Small aberrant humanoid - XP 150
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Initiative +6; Senses Perception +3, low-light vision
HP 44; Bloodied 22
AC 17; Fortitude 16; Reflex 16; Will 15
Speed 5
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Club (standard; at will) * Weapon: +8 vs. AC; 1d6+2 damage.
Hand Crossbow (standard; at will) * Weapon: Ranged 10/20 +10 vs. AC; 1d6+4 damage.
Two-Fisted Volley (standard; encounter; see also steady fire): The dolgrim bolt-thrower makes two hand crossbow attacks.
Steady Fire: If the dolgrim bolt-thrower does not move on its turn, Two-Fisted Volley recharges.
Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim bolt-thrower shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim bolt-thrower automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
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Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +7, Endurance +7
Str 15; Dex 18; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, two hand crossbows, 30 bolts
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DOLGRIM PEON - Level 10 Minion
Small aberrant humanoid - XP 125
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Initiative +8; Senses Perception +6, low-light vision
HP 1; a missed attack never damages a minion.
AC 24; Fortitude 21; Reflex 22; Will 22
Speed 5
---
Many Armed Assault (standard; at will) * Weapon: +17 vs. AC; 7 damage.
Javelin (standard; at will) * Weapon: Ranged 10/20 +13 vs. AC; 5 damage.
Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim peon shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim peon automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
---
Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +13, Endurance +11
Str 18; Dex 17; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, three javelins
And I think that, in the scheme of things, these creatures should be mid- to high-heroic threats, or low-paragon as minions.
DOLGRIM
Formed out of goblins by the insane daelkyr, dolgrim are short gray-skinned humanoids with two wide mouths (one on top of the other), two sets of arms (ditto), and no neck. Their minds house two personalities, one of which is the "stronger" dominant one, with each controlling one set of arms and one mouth. As a result, the creature is quite capable of carrying on a conversation with itself. They are the foot soldiers of the daelkyr's armies on Eberron.
DOLGRIM GRUNT - Level 4 Brute
Small aberrant humanoid - XP 175
---
Initiative +5; Senses Perception +3, low-light vision
HP 64; Bloodied 32
AC 17; Fortitude 16; Reflex 17; Will 17
Speed 5
---




Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim grunt shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim grunt automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
---
Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +10, Endurance +8
Str 18; Dex 17; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, three javelins
---
DOLGRIM BOLT-THROWER - Level 3 Artillery
Small aberrant humanoid - XP 150
---
Initiative +6; Senses Perception +3, low-light vision
HP 44; Bloodied 22
AC 17; Fortitude 16; Reflex 16; Will 15
Speed 5
---



Steady Fire: If the dolgrim bolt-thrower does not move on its turn, Two-Fisted Volley recharges.
Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim bolt-thrower shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim bolt-thrower automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
---
Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +7, Endurance +7
Str 15; Dex 18; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, two hand crossbows, 30 bolts
---
DOLGRIM PEON - Level 10 Minion
Small aberrant humanoid - XP 125
---
Initiative +8; Senses Perception +6, low-light vision
HP 1; a missed attack never damages a minion.
AC 24; Fortitude 21; Reflex 22; Will 22
Speed 5
---


Dolgrim Tactics (reaction; when an enemy moves into position that flanks the dolgrim; encounter): The dolgrim peon shifts 1 sqaure and makes a basic melee attack, targeting one of the prospective flankers.
Dual Consciousness: At the end of its turn, the dolgrim peon automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
---
Alignment Chaotic Evil; Languages Deep Speech
Skills Athletics +13, Endurance +11
Str 18; Dex 17; Wis 12
Con 14; Int 6; Cha 8
---
Equipment: club, leather armor, light shield, three javelins
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