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penumbrian grimlock (Gyor or Hiao)

in “Dawn of the Overmind“, below the Undercity of Penumbra, deeper yet, there are the Tunnelscapes dominated by warring grimlock tribes each sure they are in the right about the interpretation of a shared religious article – the Gyor (“grey“) and the Hiao (“green“).

The adventure does not go into a lot of detail about this conflict but I decided to use Jack Vance’s story Ulan Dhor inspiration for the conflict:

“Ampridatvir now is lost. My people have forsaken the doctrine of strength and discipline and concern themselves only with superstition and theology. Unending is the bicker: Is Pansiu the excellent principle and Cazdal depraved, or is Cazdal the virtuous god, and Pansiu the essential evil? “

“These questions are debated with fire and steel.”

These grimocks are similar to but not identical to those found in the MM. Updated stats below. Innou is a named grimlock that is called out specifically in the adventure as a potential ally of the PCs so he gets his own statblock. He also has a cool magic item.

One of my players is a cleric of the Raven Queen and ended up converting the soldiers who were fighting by the use of healing magic. The grimlocks refer to her as “their fowl saviour” and now worship Arack “the most excellent principle” along with “Saint Raven Queen the Fowl One”.  


THE GRIMLOCKS OF THE TUNNELSCAPES

PENUMBRIAN GRIMLOCK (Gyor or Hiao)

Medium humanoid (grimlock), neutral evil
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2)

Saving Throws Str +5, Con +4
Skills Athletics+5, Perception+3, Stealth+3
Condition Immunities Blinded
Senses Blindsight30 ft. (blind beyond this radius), Passive Perception 13
Languages Archaic Gith
Challenge 1/4 (50 XP)

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.

Sneak Attack. Once per turn, the grimlock deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the grimlock that isn’t incapacitated and the grimlock doesn’t have disadvantage on the attack roll.

ACTIONS
Grimlock Longsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.


INNOU, PENUMBRIAN GRIMLOCK ALPHA (Gyor)
Medium humanoid (grimlock), neutral evil
Armor Class 12
Hit Points 97 (13d8 + 39)
Speed30 ft.

STR DEX CON INT WIS CHA
16(+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)

Saving Throws Str +6, Con +6
Skills Athletics+5, Perception+3, Stealth+3
Condition Immunities Blinded
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 13
Languages Archaic Gith
Challenge 6 (2,300 XP)

Blind Senses. Innou can’t use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. Innou has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. Innou has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Sneak Attack. Once per turn, Innou deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Innou that isn’t incapacitated and Innou doesn’t have disadvantage on the attack roll.

Special Equipment – Vibrissaguantlet.This gauntlet is fashioned of heavy leather and is obviously designed for a humanoid with only three fingers and a thumb. An obviously artificial hole in the material allows a five fingered humanoid to draw on the gauntlet, though the finger inserted through this hole remains bare. The gauntlet grants the natural attacks of a mind flayer to its wiearer.

ACTIONS
Multiattack. Innou makes three melee attacks. Alternatively, he can make two ranged attacks with his javelins.

Psionic Longsword. Melee Weapon Attack:+11 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Vibrissaguantlet – Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Vibrissaguantlet – Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Innou.
Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Innou kills the target by extracting its brain.

Javelin. Melee or Ranged Weapon Attack:+9 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Innou can utter a special command or warning whenever a nonhostile creature that he can makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Innou. A creature can benefit from only one Leadership die at a time. This effect ends if Innou is incapacitated.

Posted in 5e, Dawn of the Overmind, Dungeons & Dragons

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