The Grinch (5e Creature)
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Medium humanoid (Grinch), chaotic evil
Cuddly As a Cactus. While The Grinch wears his armor, anyone trying to grapple him has a disadvantage to the grapple roll.
Brain is Full of Spiders. When the Grinch becomes bloodied, a swarm of spiders crawls out of his head and joins the battle in a square adjacent to him of his side.
Wouldn't Touch You With a Thirty-Nine-and-a-Half-Foot-Pole. When a creature makes an attack against The Grinch, and the creature is within 40 ft. of him, The Grinch can use his reaction to place a disadvantage on the attack roll.
Termites In Your Smile(Recharges after a Long Rest). As an action, The Grinch can use the spell "Summon Swarm". This ability has three charges before he must take a short or long rest to regain it.
Greasy Black Peel(Recharges after a Short Rest) If a creature succeeds in a attack on The Grinch, The Grinch can take a free dodge action. This ability can be used once, and to use it again he has to complete a short rest.
Three Decker Sauerkraut and Toadstool Sandwich... with Arsenic Sauce.(Recharges after a Short Rest) During a short rest, the Grinch can use rotten foods to create a sandwich that only his strong stomach can digest. As a bonus action, The Grinch can eat this disgusting creation and give him effects of the sandwich. These effects last a minute. They are:
Bad Breath: The Grinch can use his bonus action to breath into the face of someone 5 ft. from him. The creature has to pass a DC 15 CON check or take 1d8 necrotic damage.
Sated: Eating the sandwich gives the Grinch some health. He regains 2d10+6 health immediately, and 1d4 every round until the effects of the sandwich ware off.
...With Arsenic Sauce: Although it does not effect him, the sauce on his Horrendous Hoagey is still mixed in his mouth, and is harmful to other creatures. As an action, The Grinch can spit on another creature within 10 ft. This creature must succeed a DC 18 CON save or take 3d8 poison damage.
Multiattack. The Grinch makes two attacks his Whip
Whip Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 6) slashing damage.
Tripping Attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d4 + 6) Slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength save throw or be knocked prone.
Disarming Attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d4 + 6) slashing damage. If the target a Large or smaller creature and is holding a weapon, it must succeed on a DC 15 Dexterity saving throw or have its weapon knocked 10 feet in a random direction.