GRIMLOCK – 5e stats

Medium humanoid (grimlock), neutral evil

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.

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

STRDEXCONINTWISCHA
16 (+3)12 (+1)12 (+1)9 (-1)8 (-1)6 (-2)

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 1/4 (50 XP)

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

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

Grimlocks are a race of degenerate humanoids that dwell in the dark depths of the Underdark. They have lost their sight over centuries of living in the lightless caverns, and rely on their keen hearing and smell to perceive their surroundings. They have thick, scaly, gray skin that is often scarred or decorated with patterns, and sharp teeth and claws that they use to hunt and fight. They have long, black, filthy hair that grows unkempt, and blank white eyes, or no eyes at all. They wear little clothing or armor, except for leather belts, harnesses, or bracers. They are blunt, suspicious, and xenophobic of other races, but can form bonds with those who prove themselves as allies or pack members.

COMBAT

Grimlocks are fierce and savage fighters, who use their natural abilities and weapons to survive in the harsh environment of the Underdark. They have a form of blindsight that allows them to sense vibrations and sounds within a certain radius, but they are vulnerable to loud noises or strong smells that can overwhelm their senses. They also have advantage on stealth checks in rocky terrain, where they can blend in with their surroundings. They typically use spiked bone clubs or javelins as weapons, but they can also bite or claw their enemies. They are not very organized or strategic in battle, and often act on instinct or follow the orders of a leader. They are loyal to their kin and allies, but fear and hate other races, especially those who enslave or oppress them.

Grimlocks attack fiercely, but with little or no organization, often stopping in the middle of battle to carry off fallen foes or comrades for food.

Grimlocks will nearly always attack in darkness if possible. While not adversely affected by light, they are intelligent enough to realize that in total darkness, their unique form of perception gives them a distinct advantage.

Since their acute hearing allows them to communicate in voices too faint for other races to hear, grimlocks impose disadvantage on perception checks to be spotted before an attack.

HABITAT / SOCIETY

Grimlocks live in small tribes or clans in the Underdark, usually near sources of food or water. They carve out tunnels and chambers in the rock, where they store their belongings and trophies. They are nomadic and territorial, and often clash with other grimlock tribes or Underdark denizens over resources or territory. They have a simple culture and language, based on survival and hunting. They worship the mind flayers as gods, who they believe gave them their blindness as a gift. They often serve the mind flayers as slaves or soldiers, hoping to earn their favor or protection. Some grimlocks rebel against the mind flayers, or escape their influence, and seek out other allies or enemies in the Underdark.

Extremely xenophobic, grimlocks rarely consort with other races.

ECOLOGY

Grimlocks are omnivorous, but prefer meat over plants. They hunt any creature they can find in the Underdark, such as rats, bats, spiders, fungi, or even other humanoids. They are cannibalistic, and will eat their own kind if they are hungry or desperate. They have a short lifespan, rarely living past 30 years. They reproduce by mating with other grimlocks of the same tribe or clan, usually during a full moon or a special occasion. They give birth to live young, who are blind and helpless at first, but grow quickly and learn to hunt and fight at an early age. Grimlocks have few natural predators, except for larger or more powerful creatures of the Underdark, such as dragons, beholders, drow, or mind flayers.

Grimlocks will only eat the raw flesh of humanoid creatures, vastly preferring that of humans to all others. Foraging parties often raid the homes of other subterranean races, especially those who keep large slave populations (such as drow).

They are often on good terms with mind flayers since illithids have a large supply of humanoid bodies discarded after they have devoured the brains. Grimlocks are particularly hated by githyanki for this reason. Since the slave flesh the grimlocks often consume (raw) is frequently unwholesome, whole communities are often decimated by disease.

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