Page 176 - Monster Manual [11th Print]
P. 176

GRI L O C K
                   M
             The degenerate subterranean grim locks 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, enslaving 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.
              Over 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. After the victims'
             brains had been consumed, the mind flayers gave the
             lifeless bodies to the cultists.
                                                                        O
              Blind H u nters. When the rule of the mind flayers   GRIML C K
             crumbled, their cults faced constant warfare from their   Medium humanoid (grim/ock), neutral evil
             enemies, the same creatures that had once been their
             victims. The cults fled into the Underdark domains of   Armor Class 11
                                                               Hit Points 11  (2d8 +  2)
             their illithid gods. Over generations in that lightless   Speed 30 ft.
             realm, the cultists learned to rely on their other senses
             for survival. In time, their eyes withered away and   STR   DEX   CON      INT    WIS    CHA
             eyelids sealed, leaving only covered eye sockets behind.
                                                                                                 1
                                                                1 6    (+3)   12  (+l )   12  (+l)   9  (-1 )    8  (- )    6  (-2)
              A grimlock's ears prick up at the faintest footfall or
             whisper echoing down stone passageways. It can speak   Skills Athletics +5, Perception +3, Stealth +3
             in tones too low for most other humanoids to hear. The   Condition Immunities blinded
             odors of sweat, flesh, and blood awaken its hunger,   Senses blindsight 30 ft.  or  1 0    ft. while deafened  (blind beyond
             and it can track by such scents like a bloodhound. To   this radius), passive Perception 13
             enhance their senses, grimlocks leave trails of blood,   Languages Undercommon
             piles of dung, or the viscera of slain prey in places far   Challenge 1/4  (SO XP)
             from their lairs. When intruders pass through those
             areas, they carry the foul scents with them, warning the   Blind Senses. The grimlock can't use its blindsight while
             grimlocks of their approach.                      deafened and unable to  smell.
              For most creatures, blindness is an enormous
             hindrance. For a grimlock with its other heightened   Keen Hearing and Smell. The grim lock has advantage on
             senses, sightlessness is a boon. A grimlock isn't fooled   Wisdom  (Perception)  checks that rely on hearing or smell.
             by visual illusions or misperceptions. It is fearless as it   Stone Camouflage. The gri mlock has advantage on Dexterity
             stalks prey.                                      (Stealth)  checks  made to hide in  rocky terrain.
              Endless W a r.  Grimlocks still venerate the mind
                                                                  T
             flayers, serving them whenever possible. Grimlocks also   AC I O  N S
             recall the war in which they were driven underground.   Spiked Bone Club. Melee Weapon Attack:  5   to hit, reach 5 ft.,
                                                                                            +
             To them, it has never ended. They continue to return   one target. Hit: 5  (ld4 +  3)  b l udgeoning damage plus 2  (l d4)
             to the surface world to abduct captives for their   piercing damage.
             illithid masters.

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