Neutral Evil Man-sized Humanoid (5-ft)
FREQUENCY: Uncommon
NO. APPEARING: 20-200 (II. 2-12)
SURPRISE: 17% — Others +50% (camouflage)
SENSES: blind, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 2 (hp 9)
% IN LAIR: 50%
TREASURE TYPE: Individual K, L, M - In Lair B
THAC0: 16
MELEE: By weapon or claw (1d6)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: immune to visual effects, save bonus
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +10%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Grimlock
LEVEL: II (28 + 2 per hp)
Powerfully-built humanoids with thick, scaly grey skin, they are usually clad in dark rags. Their hair is long, black and usually unkempt. Their teeth are white and particularly sharp.
These fierce subterranean humanoid warriors dwell in deep caverns, only emerging in raiding parties to maraud across the earth's surface late at night, searching for humans to butcher and devour.
If encountered in rocky terrain, grimlocks are able to blend with their surroundings; so long as they remain motionless, they cannot be detected other than by detect invisibility (unless someone actually bumps into them).
Their eyes are blank and sightless - however they have highly developed senses of hearing and smell, these giving them effective 'vision' within 20-ft.
They are immune to the effects of spells affecting the visual nerves such as phantasmal force, darkness, invisibility, mirror image and so on. However spells such as audible glamer will partially 'blind' them, reducing their effective range of 'vision' to 10-ft and reducing their hit probability by 2. Substances such as snuff have the same effects if inhaled by a grimlock.
All grimlocks - whether warrior, leader or champion — make all saving throws as if they were 6th level fighters.
For every 10 grimlocks encountered there will be a 'leader' of 3 hit dice and AC 4, while for every 40 there will also be a 'champion' of 4 hit dice and AC 3. In the grimlock lair there will be females (an additional 80% of the number of males, each with 1 hit die and AC 6) and young (an additional 100% of the number of males, each with 1 hit point, AC 6 and non-combatant).
Grimlocks prefer edged blood-letting weapons and though they can fight with their bare hands (for 1-6 hit points of damage) they will usually be armed (90% chance) with weapons as follows:
hand-axe
battle-axe
two-handed sword
bastard sword
broad sword
long sword
20%
15%
15%
15%
15%
20%
Leaders and champions will wield a battle-axe or two-handed sword.
Grimlocks rarely consort with other beings, though there is a small (10%) chance that they will allow medusae to share their lair and a 2% chance that a wandering group of grimlocks will be accompanied by 1-2 mind flayers. For the latter reason, grimlocks are particularly hated by githyanki.