D&D 5E - Advanced Grimlocks for 5e?

Normal grimlocks are 1/4 CR. Decide what you want the advanced ones to be, CR-wise. A 'hard' encounter for 4 3rd level PCs would be 900 XP, so a CR1 Chief (200XP) and 5 Grimlocks (250XP) would be a 'Hard Encounter'. I'd suggest CR1 if you have more encounters (so lower nova chance) or CR2

It looks like the fire ate my post, so maybe too late, but here's how I do it:

Normal grimlocks are 1/4 CR. Decide what you want the advanced ones to be, CR-wise. A 'hard' encounter for 4 3rd level PCs would be 900 XP, so a CR1 Chief (200XP) and 5 Grimlocks (250XP) would be a 'Hard Encounter'. I'd suggest CR1 if you have more encounters (so lower nova chance) or CR2 if you have less encounters (where players can pull out all the stops).

Then you can...

Short Version - on the fly for a session or two:

Find an NPC or other MM creature of the same CR (and type, if possible). Replace their racial features, if any, with the Grimlocks.

Example: CR 2 Grimlock Shaman is the Cult Fanatic (MM 345), but with the Blind Sense, Keen Hearing and Smell, and Stone Camouflage features from the standard grimlock (MM 175) in place the Dark Devotion feature, in addition to the condition immunity to blindness and senses as listed in the grimlock stat block. Keep the rest of it the same, and done, one Grimlock Shaman.

Long Version - if I'm making something that I might want to go beyond my table; DM's Guild, whatever:

If you have the DMG, refer to page 274. Then look at the chart. If you go CR1, you know what their numbers will be. These will tell you what the creature's stats will be. If AC is 13, that's a 16 or 17 Dex; lower if they have armor. If their attack is +3 and proficiency is +2, then their attack stat (probably Strength) is 12 or 13. If it's a spellcaster, the DC will tell you their spellcasting stat (DC - 8 - prof = casting stat bonus). Then decide how many HD you want them to have - Xd8, with X being the caster level (so smaller) or X being hit points for a brute (so bigger). Give it a cool ability to distinguish it. Then copy over the special features from the main MM race. Then adjust as you see fit - give a bruiser a bigger to hit or give a leader some extra Charisma. And..done.

Example:

GRIMLOCK BRUTE
Medium Humanoid (grimlock), neutral evil
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Armor Class 14 (hide armor, shield)
Hit Points 75 (10d8 + 20)
Speed 30 ft.
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STRDEXCON INT WISCHA
16 (+3) 10 (+0)14 (+2) 9 (-1) 12 (+1)12 (+1)
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Skills - Athletics +5, Perception +3, Persuasion +3
Senses - blindsight 30 ft. or 10 ft. while Deafened (blind beyond this radius), passive Perception 13
Languages - Undercommon
Challenge - 2 (450 XP)
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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 or smell.

Stone Camouflage: The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain

Knockdown. When the grimlock hits a creature with a melee weapon attack it may use its bonus action to make a knockdown. The grimlock adds +2 damage to the attack and if the target is Large or smaller, it must make a DC 13 Strength saving throw or fall prone.

ACTIONS
Multiattack. The grimlock makes two attacks with its spike bone greatclub.

Spiked Bone Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

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