Medium humanoid (grimlock), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 60 (6d8 + 12)
Speed 30 ft.
Saving Throws Wis +3, Cha +4
Skills Athletics +3, Perception +3, Stealth +4
Condition Immunities blinded
Senses , blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius),passive Perception 13
Languages Undercommon, telepathy 60 ft.
Challenge 5 (1,800 XP)
Blind Senses. The grimlock can’t use its blindsight while deafened and unable to smell.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Innate Spellcasting (Psionics). The grimlock’s innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can cast the following spells:
At-will: mage armor, mage hand, minor illusion (sound only)
3/day: command, gust of wind
1/day each: dominate person, levitate.
Legendary Resistance (3/day). If the revilock fails a saving throw, it can choose to succeed instead.
Psychic Camouflage. The revilock is invisible to creatures that are unaware of it. Creatures must make a DC 15 Intelligence saving throw to target the grimlock with an attack or ability. On a failure, the creature forgets the grimlock exists and must choose a new target for its action.
Creatures with telepathy, or creatures with an Intelligence of 3 or less are immune to this ability.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 9 (2d8) psychic damage.
Crushing Despair (Recharge 5–6). The revilock targets one creature it can sense within 60 feet with a wave of psychic despair. The target must succeed on a DC 13 Intelligence saving throw or take 34 (7d8 + 3) psychic damage and become stunned for 1 minute. On a successful save, the target takes half damage and is not stunned. A creature stunned by this ability makes an Intelligence saving throw at the end of its turn. On a successful saving throw the target is no longer stunned.
The Revilock Paragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Revilock Paragon regains spent legendary actions at the start of its turn.
Claws. The revilock makes one claws attack.
Cast a Spell (2 actions). The revilock casts a spell.
Disappear (3 actions). All creatures that can see the revilock must succeed at a DC 15 Intelligence saving throw or forget the revilock exists. The revilock can then choose to move its speed.
Living in close proximity to powerful psychic beings for generations, grimlocks occasionally produce offspring that manifest powerful psychic talents of their own. These mutants are called revilocks, and develop powers of telepathy and telekinesis. Most unsettling is a revilock’s ability to fade into the background of peoples’ memory, able to pass unnoticed even when standing directly in front of someone.
Revilocks are usually outcasts from the dark cults that make up grimlock society. Some attract followers and form offshoot cults that haunt the darkest caverns of the world. They command their followers to bring them live humanoids so that they can consume the brains of still-living creatures, mimicking the alien masters worshipped by conventional grimlock cults.
A revilock that has grown in power and consumed the brains of a powerful psychic creature might become a revilock paragon.