Free interactive D&D 5e SRD stat block

Grimlock

Medium Aberration, CR 1/4, AC 11, 11 HP. Neutral Evil.

Medium Aberration, Neutral Evil

AC
11
Initiative
+1 (11)
HP
11 (2d8+2)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 16 +3 +3
DEX 12 +1 +1
CON 12 +1 +1
INT 9 -1 -1
WIS 8 -1 -1
CHA 6 -2 -2
Skills
Athletics +5 , Perception +3 , Stealth +5
Senses
Blindsight 30 ft.; Passive Perception 13
Languages
None
CR
1/4 (XP 50; PB +2)

Actions

Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Bludgeoning damage plus 2 (1d4) Psychic damage.

How to run Grimlock

A grimlock is a blind cave-dweller that hunts in packs through total darkness. AC 11 and 11 HP make a single one a one-round speed bump, but Blindsight 30 ft. means light, invisibility, and darkness spells do nothing against them. The party's wizard with Darkness on a coin is the first one ambushed, because the grimlock cannot tell the difference. Run them in a pack of six to ten in a tight tunnel and the encounter changes shape entirely.

Open by killing the lights. The party rounds a corner and someone kicks their torch into a pool, or a grimlock from a side tunnel slings a wet rag over the lantern. Now the party is in disadvantage on attacks (heavily obscured) and the grimlocks are not. Each grimlock attacks with Bone Cudgel at +5 for 6 average bludgeoning plus 2 psychic. The psychic is the texture: the cudgels are carved with screaming faces and they hum when they hit. Have the cleric flinch when the first one lands.

Positioning is the whole fight. Grimlocks have a 30 ft. climb speed, so they come down walls and from ceilings, not just from in front. Stealth +5 means a passive Perception 12 party still gets surprised. Use the climb to put two grimlocks behind the party while the rest engage from the front, then collapse the line. Athletics +5 lets one grab a fallen torch and run it 30 ft. into the next chamber to lure the party deeper. They are tactical because they have to be: at 11 HP each, any single grimlock dies to a longsword crit, so the pack wins through numbers and terrain or it does not win at all.

When the pack is down to two or three, they break and scatter into the cave system. They are not loyal. They will be back tomorrow with friends, and they remember which PC threw the fire spell. Have one of the survivors leave a scratched cudgel-mark on the party's camp wall during the night. The party should know they are being watched.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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