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|This material is published under the OGL|
|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||2d8+2 (11 hp)|
|AC:||15 (+1 Dex, +4 natural)|
|Attacks:||Battleaxe +4 melee|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||Immunities, scent|
|Saves:||Fort +1, Ref +4, Will +2|
|Abilities:||Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6|
|Skills:||Climb +7, Hide +6*, Listen +6, Search +5, Spot +3|
|Climate/Terrain:||Any mountains and 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|
|Alignment:||Always neutral evil|
|Advancement:||By character class|
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.
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.
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