Grimlock (CR 1)
Medium Monstrous Humanoid
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: blindsight 40 ft., scent, Listen +5, and Spot +3
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +4, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Battleaxe +4 melee + Battleaxe +4 melee
Damage: Battleaxe 1d8+3/x3
Special Attacks/Actions: -
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Special Qualities: Immunities
Feats: Alertness; Track*
Skills: Climb +4, Hide +3*, Listen +5, Search +5, and Spot +3
Advancement: By character class
Climate/Terrain: Any 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)
Treasure/Possessions: Standard coins; standard goods (gems only); standard items
Source:
Monster Manual
Blindsight (Ex): Grimlocks can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed (see Concealment, page 133 in the Player's Handbook).
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 are negated, the 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 to Hide checks when in mountains. or underground.
Grimlocks are blind, but their exceptional senses of smell and hearing allow them to locate foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.