Monster Manual 5E

(Nancy Kaufman) #1

GRIMLOCK
The degenerate subterranean grimlocks were once
human, but their worship of the mind flayers over
generations of prowling the Underdark transformed
them into blind, monstrous cannibals long ago.
Debased Cultists. The empire of the mind flayers
once spread across many worlds, e nslaving countless
races. Among those were human cultures whose high
priests the mind flayers subverted using their insidious
powers of thought control. Those leaders gradually
turned the faiths of their followers toward the illithids,
which they worshiped as blasphemous deities.
Ove r time, the rituals of these enslaved humans
created fervent cannibal cults that regarded the brain
eating of the mind flayers as a holy sacrament. The
illithids commanded their worshipers to abduct other
sentient creatures to be sacrificed. Afte r the victims'
brains had been consumed, the mind flayers gave the
lifeless bodies to the cultists.
Blind Hunters. When the rule of the mind flayers
crumbled, their cults face d cons ta nt warfare from their
enemies, the same creatures that had once been their
victims. The cults fled into the Underdark domains of
their illithid gods. Over generations in that lightless
realm, the cultists learned to rely on their other senses
for survival. In time, their eyes withe red away and
eyelids sealed, leaving only covered eye sockets behind.
A grimlock's ears prick up at the faintest footfall or
whisper echoing down stone passageways. It can speak
in tones too low for most other humanoids to hear. The
odors of sweat, flesh, and blood awaken its hunge r,
and it can track by such scents like a bloodhound. To
enhance their senses, grim locks leave trails of blood,
piles of dung, or the viscera of s lai n prey in places far
from their lairs. When intruders pass through those
areas, they carry the foul scents with them, warning the
grimlocks of their approach.
For most creatures, blindness is an e normous
hindrance. For a grimlock with its other he ightened
senses, sightlessness is a boon. A grimlock is n't fooled
by visual illusions or misperce ptions. It is fearless as it
s ta lks prey.
Endless War. Grimlocks still venerate the mind
flayers, serving them whe never possible. Grim locks also
recall the war in which they were driven underground.
To them, it has never e nded. They continue to return
to the surface world to abduct captives for the ir
illithid masters.


GRIMLOCK
Medium humanoid (grimlock), neutral evil

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30ft.

STR
16 (+3)

DEX
12 (+1)

CON


12 (+1)

INT
9 (-1)

Skills Athletics +5, Perception +3, Stealth +3
Condition Immunities blinded

WIS
8 (-1)

CHA
6 (-2)

Senses blindsight 30ft. or 10ft. while deafened (blind beyond
this radius), passive Perception 13
Languages Undercommon
Challenge 1/4 (SO XP)

Blind Senses. The grim lock ca n't use its blindsight while
deafened and unable to smell.
Keen Hearing and Smell. The grim lock has advant age on
Wisdom (Perception) checks th at rely on hearing or s mell.
Stone Camouflage. The grimlock has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.

ACTIONS
Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4)
piercing damage.

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