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Grimlock

Fierce blind humanoids with scaly grey hide that dwell in dark places and hunt humans

humanoid subterranean blind

OSRIC

OSRIC

Armor Class5
Hit Dice2
Number Encountered20d10
Attacks1
Damage1d6 or by weapon
Move120-ft
AlignmentNeutral evil
IntelligenceAverage
XP2/28+2/hp
Treasure Type1d6×1,000 cp (25%), 1d4×1,000 sp (25%), 2d10×100 gp (25%), 1d8 gems (25%), 1d4 jewellery (25%) and 1 magic item (10%, armour or weapon only)
SizeMan-sized
FrequencyUncommon
Lair75%

Grimlocks are a fierce race that dwell in the dark and hidden places of the earth, periodically issuing forth to the surface in search of prey, preferably human. Whilst somewhat resembling men in shape, they have a thick, almost scaly, hide that is a dusky grey in colour, a head of wild and matted black hair, a mouthful of vicious pointed teeth and two white featureless orbs for eyes.

Though it is unknown whether grimlocks speak a language, it is certain that they are entirely blind as a race. They instead rely on their other senses, which are highly developed and allow them to perceive the environment around them within a 20-ft radius with astounding accuracy. Their blindness also protects them against the effects of bright light or other visual stimuli that might otherwise adversely affect them, including magical effects, such as invisibility, darkness and any visual illusions. However, grimlocks are also known to be particularly vulnerable to effects that obscure their other senses, such as overpowering scents or overloud noises that have a significant duration. When exposed to such hindrances, their perception is reduced to a 10-ft radius and they suffer a -2 penalty to hit.

Grimlocks show very little grasp of tactics or strategy, preferring to attack directly and all at once. However, they do seem to prefer to fight under cover of darkness, which often yields to them a distinct advantage. Although they are capable of inflicting 1d6 damage with their filthy claws, most prefer to use axes or swords. Regardless of hit dice, grimlocks always make saving throws as 6th level fighters and have +1 to surprise rolls. Indeed, they are so well adapted to their environment that they are virtually undetectable when motionless, if initially unobserved.

Special Abilities

Blindsight: Entirely blind. Rely on other senses to perceive environment within 20-ft radius with astounding accuracy. Immune to effects of bright light, invisibility, darkness and visual illusions.
Vulnerable to Sensory Overload: Vulnerable to overpowering scents or overloud noises of significant duration. When exposed, perception reduced to 10-ft radius and suffer -2 penalty to hit.
Saving Throws: Always make saving throws as 6th level fighters.
Surprise: +1 to surprise rolls. Virtually undetectable when motionless, if initially unobserved.

Variants

Leader (3 HD) (for every 30 grimlocks encountered)

For every 30 grimlocks encountered there will be one with 3 HD and AC 4. These act as leaders, being generally more ferocious than their fellows and even capable of developing and employing elementary stratagems. For every one of these leaders present, their morale is increased by 5%.

Armor Class4
Hit Dice3
Leader (4 HD) (for every 40 grimlocks encountered)

For every 40 grimlocks encountered there will be one with 4 HD and AC 3. These act as leaders, being generally more ferocious than their fellows and even capable of developing and employing elementary stratagems. For every one of these leaders present, their morale is increased by 5%.

Armor Class3
Hit Dice4
Female (in lair (equivalent number to males))
Armor Class6
Hit Dice1
Young (in lair (similar number to females))
Armor Class6