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GRIMLOCKEdit

Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Battleaxe +4 melee (1d8+3/x3)
Full Attack: Battleaxe +4 melee (1d8+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blindsight 40 ft., immunities, scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills: Climb +4, Hide +3*, Listen +5, Spot +3
Feats: Alertness, TrackB
Environment: Underground
Organization: Gang (2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults).
Challenge Rating: 1
Treasure: Standard coins; standard goods (gems only); standard items
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +2

COMBATEdit

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

Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

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 these senses are negated, a 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 on Hide checks when in mountains or underground.

GRIMLOCKS AS CHARACTERSEdit

Grimlock characters possess the following racial traits.




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