Grimlock (dNetHack)
| g grimlock | |
|---|---|
| Difficulty | 7 |
| Attacks |
Claw 1d6 physical, claw 1d6 item theft |
| Base level | 5 |
| Base experience | 76 |
| Speed | 9 |
| Base AC | 5 |
| Base MR | 15 |
| Alignment | 0 (neutral) |
| Frequency (by normal means) | 1 (Very rare) |
| Genocidable | Yes |
| Weight | 500 |
| Nutritional value | 200 |
| Size | small
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A grimlock:
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- This article is about the monster in dNetHack, notdNetHack and notnotdNetHack. For the monster in other variants, see grimlock.
A grimlock, g, is a type of monster that appears in dNetHack, notdNetHack and notnotdNetHack. The grimlock is an eyeless gremlin-like humanoid that is neutral and orcish. Grimlocks are carnivorous, can be seen via infravision, have a tendency to wander while moving, and can pick up weapons, food and other items that they come across. Tame grimlocks can turn traitor.
Grimlocks have two claw attacks, with the second capable of stealing items.
A grimlock is poisonous to consume.
Generation
Randomly generated grimlocks are always hostile, and can appear in small groups.
Grimlocks can appear as random prisoners in throne rooms.
21 grimlocks are generated on the goal level of the Drow Noble quest during level creation.
Origin
The grimlocks of dNetHack and its derivatives are based on the grimlock of Dungeons and Dragons, which in turn derives them from the Morlocks, the antagonists of the H.G. Wells story "The Time Machine". Unlike the grimlocks of SLASH'EM and SlashTHEM, they are portrayed as closer to gremlins than humans.
The grimlocks of Dungeons & Dragons are primitive and savage humanoids that primarily dwell in the Underdark, akin to Wells's Morlocks—they have gray, thick and slightly scaled and gray, usually scarred from hunts through their constricted underground passageways, and those with a special status often had decorative designs scarred into their skin. Grimlocks have sharp teeth and typically-black hair that often grew to be long and unkempt, as well as long claw-like nails—most grimlocks have no eyes whatsoever as a result of centuries underground, and the few that do had completely milky-white eyes, hence their portrayal as eyeless in variants of NetHack. They typically wear little clothing or armor, though some are known to sport tanned leather belts and harnesses along with decorative bracers.
While grimlocks are prone to evil acts, they very rarely acted out of malice and their behavior is rooted in a deep sense of self-preservation and struggle for survival. Regardless, they are very blunt and suspicious of other creatures, and those who wandered away from their kin often experienced culture shock, but felt some sense of gratification at how strange things were. Wandering grimlocks could even overcome their xenophobic leanings, viewing each individual they meet as a potential pack member, though this mindset would need to be reinforced through daily meditation. Having lost their sight over the course of living within the Underdark for centuries, grimlocks are vulnerable to light, but have developed an acute sense of smell and echolocation.
Grimlocks are well-adapted for combat thanks to their naturally hardy bodies and high sensory awareness; however, they are very unorganized, and their fear of outsiders makes them hard to subjugate and organize into an enthralled fighting force. They generally attack their enemies under the cover of darkness, hoping to disorient their foes and take advantage of their natural blind-senses. Grimlocks prefer to fight up close with crude stone battleaxes or weapons made of bone. Their diets consist of any raw flesh they can find, especially human flesh, to the point their populations were often decimated from diseased meat. Some grimlocks are known to worship illithids, hence their association with the mind flayer colony in the Drow Noble quest.
Encyclopedia entry
Grimlocks have thick, scaly, grey skin and long, black,
filthy hair. Their teeth are white and extremely sharp.
Their eyes are blank white orbs.
Grimlocks are totally blind, but have highly developed
senses of smell and hearing. Their sensitive ears and noses
combine to allow them to distinguish objects and creatures
just as well as if they were able to see. Those same ears
render them extremely vulnerable to loud noises, however.
Complete Monstrous Manual ]