Grimlock Dweller
Grimlock Dweller (CR 1)
Chaotic Evil - Medium - Monstrous Humanoid |
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Lore: | Know (Nature) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Blind to Vision
- Standard Hearing
- Standard Smell
- Precise Hearing 40 ft.
- Keen Scent 40 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
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
Offense
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
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 | |
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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) |