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THE CAMPAIGN
THE DROW
THE UNDERDARK
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Grimlocks are muscular humanoids with thick, gray, scaly skin and no visible eyes. Though blind, they have superior senses of smell and hearing to compensate. Grimlocks are natives of the deep places beneath the earth but come to the surface to raid for slaves and pillage. While there, they lurk in mountainous terrain, which hides them well. They prefer raw, fresh meat-preferably human. Extremely xenophobic, grimlocks are normally encountered in small patrols or packs on the surface. Underground, they may form larger communities that are led by powerful grimlocks or by a more intelligent creature, such as a medusa or mind flayer. Grimlocks are invulnerable to medusas' gaze attacks, while mind flayers consume only brains, leaving the flesh for their grimlock followers.
GRIMLOCK Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+4 Attack: Battleaxe +4 melee (1d8+3/×3) Full Attack: Battleaxe +4 melee (1d8+3/×3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Blindsight 40 ft., immunities, scent Saves: Fort +1, Ref +4, Will +2 Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6 Skills: Climb +4, Hide +3*, Listen +5, Spot +3 Feats: Alertness, Track Environment: Underground Organization: Gang (2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults). Challenge Rating: 1 Treasure: Standard coins; standard goods (gems only); standard items Alignment: Often neutral evil Advancement: By character class Level Adjustment: +2
COMBAT
Blindsight (Ex):
Immunities:
Skills:
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