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Breadcrumb

Revilock

Challenge
str
14
dex
14
con
14
int
14
wis
10
cha
8

AC 12

HP 39 (6d8 + 12; bloodied 19)

Speed 30 ft.


Proficiency +2; Maneuver DC 12

Skills Athletics +4, Engineering +4, Perception +2 (+1d4), Stealth +4

Condition Immunities blinded

Senses blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14

Languages Undercommon; telepathy 60ft.


Camouflage. The grimlock has advantage on Stealth checks made to hide in rocky terrain.

Keen Hearing and Smell. The grimlock has advantage on Perception checks that rely on hearing or smell.

Psionic Spellcasting. The revilock’s spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: mage armor , mage hand , minor illusion (sound only)

3/day each: gust of wind , invisibility


ACTIONS

Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage.

Throttle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12) and can’t breathe . Until this grapple ends, the revilock can’t use any attack other than throttle and only against the grappled target, and it makes this attack with advantage .

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


REACTIONS

The revilock has the following additional reactions, which can only target creatures the revilock can sense with its blindsense:

Psychic Camouflage. When the revilock would be targeted by an attack or spell, the attacker makes a DC 12 Intelligence saving throw . On a failure, the attacker momentarily forgets the revilock’s existence. The attacker must choose a new target or a different action that doesn’t target the revilock. Creatures with telepathy or an Intelligence of 3 or less are immune to this effect.

Shared Pain. When the revilock takes damage from an attack or spell, the attacker or spellcaster makes a DC 12 Intelligence saving throw , taking 10 (3d6) psychic damage on a failure. Creatures with telepathy make the saving throw with disadvantage .

Combat

Grimlocks stealthily approach a group of foes, throttling and dragging them off one at a time. In a pitched battle, grimlocks are adept at determining which creatures are moving hesitantly ( blinded by darkness or other effects) and attacking those targets. After two rounds of face-to-face combat, grimlocks retreat, tracking their foes from a distance and attacking again when surprise is on their side.


Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10: Grimlocks are blind, but their senses of hearing and smell are extremely keen. 

DC 15: Grimlocks build massive underground machines that prevent volcanoes and earthquakes. They are very protective of these machines, and tampering with them can have dire consequences.

DC 20: Grimlocks are actually a subtype of human that have adapted to life in lightless conditions.


Grimlock Gadgets and Traps

1 Rotating wheels that remotely open and close passages

2 Torch sconces enchanted with permanent darkness effects

3 Tubes that emit puffs of air strong enough to extinguish unprotected flame

4 Banks of humming devices that deal 9 (2d8) lightning damage to anyone that touches them

5 Acrid fumes: a creature that starts its turn in the gas makes a DC 13 Constitution saving throw , becoming blinded for 1 minute on a failure

6 Basilisks in cages

Description

Living in close proximity to powerful psychic beings for generations, grimlocks occasionally manifest powerful psychic talents of their own, becoming revilocks. Most unsettling is their ability to fade into the background of peoples’ memory, allowing them to go unnoticed even when standing directly in front of someone.

Behavior

1 Hiding in ambush

2 With a blindfolded captive

3 Trailing you by sense of smell

4 Squatting around a human corpse

5 In a workshop, tinkering with some strange mechanical device

6 At the controls of a machine, adjusting dials and levers or listening to rhythmic clacks

Signs

1 DC 13 Perception check: bare footprints

2 DC 13 Investigation check: a secret trapdoor

3 A distant rumble, like a stone door being opened

4 A crossbreeze that extinguishes unprotected flames at a crucial time

Encounters

Grimlocks inhabit the depths of the earth, coming up to the surface only for rare raids.

CR 0–2 1d4 grimlocks ; 1 or 2 grimlocks with cockatrice , darkmantle , or grimlock technical ; revilock

Treasure alchemist’s supplies (50 gp), 2 potions of climbing , potion of healing

CR 3–4 1d4 + 4 grimlocks ; 1d4 + 2 grimlock technicals ; revilock with 1d4 grimlocks ; 2 grimlocks with basilisk or 2 darkmantles

Treasure small idol of purple stone (125 gp), 20 blue quartz gemstones (10 gp each, hum slightly when a certain note is sung), 3 potions of healing

CR 5–10 1d10 + 10 grimlocks ; 1d8 + 8 grimlocks with aboleth thrall , revilock , or 2 grimlock technicals ; 1d6 + 4 grimlocks with roper

Treasure 2 marble busts (250 gp each), 3 rare books written in grimlock letters (100 gp each), collection of electrum wires and gears (125 gp), eversmoking bottle

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.