3e SRD:Grimlock

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This material is published under the OGL 1.0a.


Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Battleaxe +4 melee
Damage: Battleaxe 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blindsight
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
Feats: Alertness
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)
Challenge Rating: 1
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.

Grimlock Characters

Grimlocks favor the barbarian class.

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