Page 176 - D&D Bestiary
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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, 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.
           Blind Hunters. When the rule of the mind flayers   GRIMLOCK
         crumbled, their cults faced constant warfare from their   Medium humanoid (grimlock), neutral evil
         enemies, the same creatures that had once been their
                                                           Armor Class 11
         victims. The cults fled into the Underdark domains of
                                                           Hit Points 11  (2d8 + 2)
         their illithid gods. Over generations in that lightless
                                                           Speed 30ft.
         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.
                                                            16 (+3)   12 (+1)   12 (+1)   9 (- 1)   8 (- 1)   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 30ft. or 10ft. while deafened (blind beyond
         and it can track by such scents like a bloodhound. To   this radius), passive Perception 13
         enhance their senses, grim locks 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 grim lock can't use its blindsight while
         grimlocks of their approach.                      deafened and unable to smell.
           For most creatures, blindness is an enormous
                                                           Keen  Hearing and Smell. The grim lock has advantage on
         hindrance. For a grimlock with its other heightened
                                                           Wisdom (Perception) checks that rely on hearing or smell.
         senses, sightlessness is a boon. A grimlock isn't fooled
         by visual illusions or misperceptions. It is fearless as it   Stone Camouflage. The grimlock has advantage on Dexterity
         stalks prey.                                      (Stealth) checks made to hide in  rocky terrain.
           Endless War. Grimlocks still venerate the mind
         flayers, serving them whenever possible. Grim locks also   ACTIONS
         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 (1d4 + 3)  bludgeoning damage plus 2 (1d4)
         to the surface world to abduct captives for their   piercing damage.
         illithid masters.


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