Grimlock (CR 1)

Medium Monstrous Humanoid
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: blindsight 40 ft., scent, Listen +5, and Spot +3

AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +4, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Battleaxe +4 melee + Battleaxe +4 melee
Damage: Battleaxe 1d8+3/x3
Special Attacks/Actions: -
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Special Qualities: Immunities
Feats: Alertness; Track*
Skills: Climb +4, Hide +3*, Listen +5, Search +5, and Spot +3
Advancement: By character class
Climate/Terrain: Any underground
Organization: Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults), or cult (10-80 plus 1 leader of 3rd-5th level per 10 adults and 1 mind flayer or medusa)
Treasure: Standard coins; standard goods (gems only); standard items

Source: Monster Manual


Grimlocks are blind, but their exceptional senses of smell and hearing allow them to locate foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.

Blindsight (Ex): Grimlocks can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed (see Concealment, page 133 in the Player's Handbook).

Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock's sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both are negated, the grimlock is effectively blinded.

Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills: A grimlock's dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus to Hide checks when in mountains. or underground.


Grimlocks favor the barbarian class. Independent groups of grimlocks are usually led by barbarians, while those in the service of mind flayers are often rangers.