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Grimlock

Medium Humanoid (grimlock), neutral evil

CR 1/4

50 XP

AC: 11
HP: 11 (2d8+2)
Speed: walk 30 ft.
Skills: Athletics +5, Perception +3, Stealth +3
Senses: blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
Languages: Undercommon
STR
16
+3
DEX
12
+1
CON
12
+1
INT
9
-1
WIS
8
-1
CHA
6
-2

Special Abilities

Blind Senses

The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell

The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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.

Quick Reference

Challenge: CR 1/4
Type: Humanoid
Size: Medium
Alignment: neutral evil
Best for party of 4 at level 1-2

Running This Encounter

Grimlocks are savage, blind subterranean hunters that rely entirely on tremorsense to track prey. Use their blindness tactically by having them attack in darkness or cramped spaces where vision provides no advantage. Position them to ambush from multiple angles, as they work well in small packs. Remember they cannot be blinded or affected by illusions that rely on sight.

Combat Tactics

Grimlocks attack relentlessly with their claws and bite, showing no tactical retreat. They focus fire on the nearest opponent, attempting to overwhelm with multiple attacks per round from pack members. If severely wounded, they may attempt to flee into deeper caverns rather than fight to the death.

Environment & Setting

Grimlocks thrive in underdark caverns, mines, and underground ruins where their blindness is irrelevant. Position encounters in tight spaces with multiple levels or passages to maximize their tremorsense advantage and limit ranged options.