Grimlock

Blind, scaly cave warriors who hunt by scent and sound, grimlocks climb out of the deep caverns at night to drag humans back to their larders.

Setting: Core Rules · Sources: Monstrous Manual; MC14 Fiend Folio Appendix

Appearance

Grimlocks are brawny humanoids in filthy dark rags, with thick gray scaly skin, long greasy black hair, sharp white teeth and blank white eyes. They are entirely blind, yet their hearing and smell let them perceive everything within 20 feet as clearly as sight would. Outsiders can barely tell them apart, leaders being only a little larger, but grimlocks know each other by scent and gait.

Combat

Being sightless, they are immune to vision-based spells such as phantasmal force, darkness, invisibility and mirror image. Loud, steady noise such as audible glamer partly 'blinds' them, cutting their perception to 10 feet and imposing -2 on attacks, and snuff or strong perfume in the face or nose does the same. They prefer to fight in darkness, which they know favors them, though light does not hinder them.

They fight savagely but chaotically, often pausing mid-battle to haul off fallen enemies or comrades for food. Every 10 include a leader (3 Hit Dice, AC 4) and every 40 a champion (4 Hit Dice, AC 3); these alone show tactics, mostly letting the rank and file wear foes down first. Each leader or champion adds 1 to the group's morale, and all grimlocks save as 6th-level fighters. Their whispers are too faint for others to hear, giving +1 to surprise.

Bare hands deal 1-6, but they favor blades, and 90% are armed: roll for long sword or hand axe (20% apiece), otherwise broad sword, bastard sword, two-handed sword or battle axe (15% apiece). Every leader and champion carries either a two-handed sword or a battle axe.

Habitat and Society

Grimlocks live in huge cave systems under mountains. Standing still against rock, they are invisible to anyone who does not bump into them. Females (1 Hit Die, AC 6) come close to matching the males in number, and the noncombatant young (1 hp, AC 6) equal or outnumber them. Leaders hold sway only while present to enforce it. They shun other races, though 10% of lairs host medusae and 2% of wandering bands include 1-2 mind reavers.

Ecology

They eat only raw humanoid flesh, humans above all, raiding other underground peoples, especially slave-holders such as drow. Mind reavers are frequent partners, discarding plenty of brainless bodies, and vorthani hate grimlocks for this. Diseased slave meat often wipes out whole grimlock communities.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainAny/Mountainous
FrequencyUncommon
OrganizationTribal
Activity CycleNight
DietCarnivorous (Human Flesh)
IntelligenceAverage (8-10)
TreasureIndividual K,L,M; B in Lair
AlignmentNeutral Evil
No. Appearing20-200
Armor Class5
Movement12
Hit Dice2 (and see below)
THAC019
No. of Attacks1
Damage/Attack1-6, or by weapon type
Special AttacksNil
Special DefensesSee below
Magic ResistanceSpecial
SizeM (5½-6')
MoraleSteady (11) (and see below)
XP ValueNormal: 35
Leader: 120
Champion: 175