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==3e PC Stats==
==3e PC Stats==
[[File:Grimlock underdark 3e.png|left|200px]]
::+4 Strength, +2 Dexterity, +2 Constition, -2 Wisdom, -4 Charisma
::+4 Strength, +2 Dexterity, +2 Constition, -2 Wisdom, -4 Charisma
::Medium
::Medium

Revision as of 16:17, 31 October 2020

This page is focusing upon the species and not a giant transforming robot tyrannosaurus.

Grimlocks are one of the lesser races that live down in the depths of the Underdark in Dungeons & Dragons. Born in 1981, they are amongst the sizable number of fan-submitted monsters that originally appeared in White Dwarf back when that magazine covered D&D 1e as well as other RPGs instead of just Games Workshop creations. They then went on to appear in the Fiend Folio.

Grimlocks are a shameless rip-off of the Morlocks, from H.G. Wells' novel "The Time Machine", which makes them savage, blind, pale-hued cannibalistic cavemen that dwell deep in the darkness below the earth. Totally blind, to the point that their eyes were removed from them entirely in 3rd edition onwards, grimlocks depend on their super-keen senses of touch, scent and hearing to get around, and they're pretty damn good at it. They're even protected against gaze attacks and most illusions, depending on edition.

Grimlocks are often associated with illithids; voluntary workers for them in AD&D, they became one of their slave races in 3e, having been mutated and engineered by the illithids from a particularly barbarous tribe of primitive humans that were driven underground by their neighbors, who were sick of their constant raiding.

Despite being blind cannibal savages, Grimlocks have actually been playable in both AD&D (the "Primitive PCs" article in Dragon Magazine #265) and in the Forgotten Realms: Underdark sourcebook for 3.5, as well as having an "Ecology of the Grimlock" article in Dragon Magazine #327. All of these sources expand upon their culture and portray them more sympathetically, although still a blunt and somewhat brutish people. Most notably, they have an artistic streak, favoring touch, hearing and aroma; aromatic incenses are very valuable to grimlocks, according to Primitive PCs.

They have nothing to do with the dinosaur Transformer, and in fact existed before he did. They also have nothing to do with Kroq-Gar's Carnosaur, Grymloq, though he does have to do with the dinosaur Transformer.

AD&D PC Stats

A grimlock adventurer (Dragon #265)
Ability Score Minimum/Maximum: Strength 3/18(90), Dexterity 3/18, Constitution 7/18, Intelligence 3/18, Wisdom 3/17, Charisma 3/17
Ability Score Adjustments: +1 Constitution, -1 Wisdom
Class & Level Limits: Fighter 12, Shaman 9, Thief 11, Mage 8, Witch Doctor 7
Multiclass Options: Fighter/Thief, Fighter/Shaman, Fighter/Witch Doctor
Available Kits: Assassin, Mercenary, Mine Rowdy, Oracle, Outcast, Pariah, Prophet, Scholar, Seer, War Priest, Wizard Slayer
Racial Thieving Skill Adjustments: +5% Open Locks, -10% Find/Remove Traps, +5% Move Silently, +20% Detect Noise
Movement: 12
Size: Medium
Natural AC: 5
Natural Attacks: 1 claw attack dealing 1d6 damage
Grimlocks can "see" in a 20ft radius around themselves through heightened senses of hearing, scent and touch.
A grimlock whose sense of scent or hearing is assaulted (continuous loud noses, strong odors, etc) reduces its "sight" to 10 feet and suffers a -2 penalty to attack rolls until the distracting smell/sound is gone.
Grimlocks are unaffected by the dark and are immune to all spells that affect the eyes.
+1 bonus on all Surprise rolls.
A grimlock uses the saving throws of either a 6th level Fighter or its chosen class, whichever are better.
A deafened grimlock is functionally blinded as well, which inflicts a -4 penalty on attacks.
A grimlock that can't smell loses its bonus to Surprise rolls.
Githyanki will prioritize attacking grimlocks over all other foes save for githzerai and illithids.
Weapon Proficiencies: Battle-ax, Greataxe, Broadsword, Longsword, Two-handed Sword, Bastard Sword, Footman's Flail, Maul, Spear, Great Club, Morningstar, Scythe
At DM's discretion, cannot take proficiencies in Shields
Cannot use Missile Weapons
Nonweapon Proficiencies: Artistic Ability, Direction Sense, Fire-building, Seamstress/Tailor, Singing, Weather Sense, Weaving, Herbalism, Religion, Jumping, Set Snares, Tightrope Walking, Ventriloquism, Endurance, Hunting, Mountaineering, Running, Set Snares, Survival

3e PC Stats

+4 Strength, +2 Dexterity, +2 Constition, -2 Wisdom, -4 Charisma
Medium
Base speed 30 feet
Immunities (Ex): Gaze attacks, Visual Effects, Illusions and other attack forms that rely on sight.
Blindsight (Ex): 40 feet
Scent (Ex): 30 feet
By Ear and Nose (Ex): Grimlocks rely on their combined senses of scent and hearing to perceive the world. Negating either sense makes a grimlock blind, but with the benefits of having the Blind-Fight feat. Negating both completely blinds them.
Natural Armor Bonus (Ex): +4
Racial Bonuses: +10 on Hide checks when in mountains or underground.
Racial Hit Dice: 2 levels ofE Monstrous Humanoid, which provide 2d8 Hit Dice, BAB +2, Fort +0, Ref +3, and Will +3.
Racial Skills: 5 X (2 + Int modifier) skill points, class skills are Climb, Hide, Listen and Spot.
Racial Feats: Martial Weapon Proficiency (Battleaxe) and 1 bonus feat
Favored Class: Barbarian
Level Adjustment: +2

Gallery