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   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR =  
| Min-CR = 1
| Max-CR =  
| Max-CR = 8
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Grimlock Dweller-1.png
| Image | Grimlock Dweller-2.png
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>
   }}</onlyinclude>
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Grimlocks are rarely found above ground, especially in the daytime, but they can sometimes be found in dark forests, coming out at night. In dungeons, ruins, and sewers, they are quite common, but they really prefer to live in caves, caverns, and dank, dark places beneath the earth, like tombs and catacombs.
Grimlocks are rarely found above ground, especially in the daytime, but they can sometimes be found in dark forests, coming out at night. In dungeons, ruins, and sewers, they are quite common, but they really prefer to live in caves, caverns, and dank, dark places beneath the earth, like tombs and catacombs.


Whenever they are encountered, they are timid but despicable, and will usually work themselves up into a savage attack.  
Whenever they are encountered, they are timid but despicable, and will usually work themselves up into a savage attack.
   }}</onlyinclude>
   }}</onlyinclude>


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = 1
| NudgePriToHit = +1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage = 1
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = Cannot attack at all past 40 feet
| RangedAtkNotes = Cannot attack past 40 feet
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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| Ability-1-Description = As a standard action, once per encounter, a Grimlock Dweller can stuff a huge, dirty paw into some crevice of its leathery wrappings and emerge with a handful of fine, gritty rock dust. They hurl this into the faces of their enemies, affecting all creatures in a 2x2x2 square space, that must be adjacent to their space (corner or edge).
| Ability-1-Description = As a standard action, once per encounter, a Grimlock Dweller can stuff a huge, dirty paw into some crevice of its leathery wrappings and emerge with a handful of fine, gritty rock dust. They hurl this into the faces of their enemies, affecting all creatures in a 2x2x2 square space, that must be adjacent to their space (corner or edge).


All non-grimlock creatures caught in this space suffer the [[Blind]] condition to their visual-based senses until the beginning of hteir next turn. Grimlocks often use this ability as the first action of a full attack action, to try and take advantage of their foes.
All non-grimlock creatures caught in this space suffer the [[Blind]] condition to their visual-based senses until the beginning of their next turn. Grimlocks often use this ability as the first action of a full attack action, to try and take advantage of their foes.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:

Latest revision as of 21:27, 7 January 2023

Grimlock Dweller (CR 1)

Chaotic Evil - Medium - Monstrous Humanoid
Lore: Know (Nature)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
15
Man Def
Shield Icon 3.png
17
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

  • Immune (no effect): Gaze attacks and visual-based effects
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bone Axe +4 (1d8/19-20 x2)
    as hacking (physical, uncommon)

Full Attack (Melee):

  • 3x Bone Axe +4 (1d8/19-20 x2)
    as hacking (physical, uncommon)

Standard Attack (Ranged):

  • 1x Hurled Rock +3 (1d4/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 40 ft.; Max Range: 40 ft.)
    Cannot attack past 40 feet

Full Attack (Ranged):

  • 3x Hurled Rock +3 (1d4/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 40 ft.; Max Range: 40 ft.)
    Cannot attack past 40 feet

Siege Damage: Not siege capable

Statistics

20
STR
12
DEX
18
CON
6
INT
8
WIS
8
CHA

Skills:

  • Perception: 5
  • Stealth: 3 (Only usable underground or in darkness)
  • All other skills: 0 (no ranks)

Languages: Common, Jakrakt

Feats:

  • Blind-Fight (EFFECT: Ignore partial or total concealment penalties with your melee attacks)

Special Abilities

Rock Dust (Ex) Standard Action 1/Enc

As a standard action, once per encounter, a Grimlock Dweller can stuff a huge, dirty paw into some crevice of its leathery wrappings and emerge with a handful of fine, gritty rock dust. They hurl this into the faces of their enemies, affecting all creatures in a 2x2x2 square space, that must be adjacent to their space (corner or edge).

All non-grimlock creatures caught in this space suffer the Blind condition to their visual-based senses until the beginning of their next turn. Grimlocks often use this ability as the first action of a full attack action, to try and take advantage of their foes.

Grimlock Dweller

Grimlock Dweller

Grimlocks are foul, savage, and degenerate fiends who have specialized, over dark eons, in living in darkness. They are squat, coarse, muscular wretches, with heavy-featured, eyeless faces. They wear skins and carry heavy axes of bone and chipped rock, and have uniformly gray skin with a liberal dose of dirt and rock dust. Surprisingly, grimlocks have very little smell.

Orcs, goblins, and even the lowly norkers, are able to live in many different places. But Grimlocks are experts at living in the dark, to the point that they no longer even have eyes.

It is not known if Grimlocks traded away their sight for some other dark gift, or if they merely allowed their sight to wither over time. What is known is that grimlocks have very good hearing and can smell out their enemies, to boot.

Grimlocks are rarely found above ground, especially in the daytime, but they can sometimes be found in dark forests, coming out at night. In dungeons, ruins, and sewers, they are quite common, but they really prefer to live in caves, caverns, and dank, dark places beneath the earth, like tombs and catacombs.

Whenever they are encountered, they are timid but despicable, and will usually work themselves up into a savage attack.

Combat Tactics

Grimlock Dwellers are savage but cowardly...at least until they work themselves up a bit. They will lurk and hide in the darkness, listening and smelling for their prey. They will try and sneak closer as their excitement builds, but they communicate their building combat fervor to each other with soft growls and grunts, meaning their stealth is not as good as they hope, and their ambushes are not spectacularly effective.

Their attacks are simple, they rush in and hack frenziedly with axes made of bone and sharp rocks. They will throw gritty rock dust and chips into the faces of their enemies in order to confuse and confound them.

Grimlocks are too cowardly to press attacks to the death, and they will seek to flee as soon as half of them are down in battle. If they escape, they are still counted as defeated for rewards.

Out of Combat

Grimlocks are not terribly social, with each other or other monsters, but they do seem to enjoy beating norkers and goblins...although the beatings often wind up as fair fights unless the grimlocks attack in numbers.

Grimlocks form rude tribes, and can be induced to work with other monsters, poorly, with bribes of food and goods.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)