Grimlock

Medium Monstrous Humanoid
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; racial bonuses
Feats: Alertness, Track [bonus]
Environment: Underground
Organization: Gang (2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults), or cult (10–80 plus 1 leader of 3rd–5th level per 10 adults and 1 mind flayer or medusa)
Challenge Rating: 1
Treasure: Standard coins; standard goods (gems only); standard items
Alignment: Often neutral evil
Advancement: By character class ♊
Level Adjustment: +2

This muscular humanoid is about as tall as a human. It has thick, gray, scaly skin and blank, eyeless eye sockets.

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 some more intelligent creature, such as a medusa or a mind flayer.

Grimlocks speak their own language and Common.

Combat

Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.

Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills: A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

Grimlocks as Characters

Independent groups of grimlocks are usually led by barbarians, while those in the service of a mind flayer are often rangers.

Grimlock characters possess the following racial traits.

Source: Monster Manual (version 3.5), page 140.