GRIMLOCK LEADER – 5e stats

Medium humanoid (grimlock), neutral evil

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)13 (+1)13 (+1)10 (+0)9 (-1)10 (+0)

Skills Athletics +5, Perception +3, Stealth +3
Damage Immunities Blinded
Senses Blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
Languages Undercommon
Challenge 1/2 (100 XP)

Blind Senses. The grimlock can’t use its blindsight while deafened and unable to smell.

Inspiring Leader. A grimlock leader grants all grimlock within 60 feet a +1 bonus on Wisdom saving throw against mind-affecting spells.

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.

ACTIONS

  • 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.
  • Claws (suggested). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A grimlock leader is a rare and powerful grimlock who has risen to the top of their society by strength and cunning. Grimlocks are a race of monstrous humanoids that live in the Underdark, the degenerated descendants of humans who had wandered into its depths centuries ago. They have lost their sight and become vulnerable to light, but have developed an acute sense of smell and echolocation to compensate. They are savage and xenophobic, hunting and raiding other creatures for food and resources.

A grimlock leader is distinguished from other grimlocks by their size, intelligence, and charisma. They are taller and stronger than average grimlocks, often reaching 6 feet in height and 200 pounds in weight. They have a rudimentary grasp of strategy and tactics, and can communicate with other races using common or undercommon languages. They also have a charismatic presence that inspires loyalty and fear among their followers, as well as a fierce determination to protect their territory and resources.

A grimlock leader typically wears more clothing and armor than other grimlocks, often made from the skins and bones of their prey. They may also adorn themselves with decorative scars, tattoos, or jewelry to signify their status and achievements. They wield crude but effective weapons, such as spiked clubs, axes, or spears. Some grimlock leaders may also possess innate magical abilities, such as the power to cast darkness, silence, or blindness/deafness spells. These abilities are usually granted by a patron deity or a powerful ally, such as an illithid or a beholder.

A grimlock leader is a formidable foe for any adventurer who ventures into the Underdark. They are cunning and ruthless, leading their pack of grimlocks in coordinated attacks against intruders or rivals. They are also loyal and protective of their kin, fighting to the death to defend them. A grimlock leader may be encountered alone or with a group of grimlocks, depending on the situation. They may also ally themselves with other Underdark dwellers, such as duergar, drow, or mind flayers, for mutual benefit or protection.

Grimlock is employed as material component to empower the following spells: