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[Ariwyn Yevastel, hand-delivered]

[A stack of papers is hand-delivered to Ariwyn Yevastel outside the Last Stand.]

Gemli Withersone's Guide to the Horror The hook horror is a bipedal, underground-dwelling monster that looks like a cross between a vulture and a man with hooks instead of hands. It stands about nine feet tall and weighs almost 350 pounds. It has a tough exoskeleton, like that of an insect. Its front limbs end in 12-inch-long hooks. Its legs end in feet that have three small hooks, like long, sharp toes. Its head is shaped like that of a vulture, including the hooked beak. Its eyes are multifaceted. It is thought that the hook horror is distantly related to the cockroach or cave cricket.

Hook horrors do not have a smell to humans and demi-humans, but an animal would detect a dry musty odor. They communicate in a series of clicks and clacks made by the exoskeleton at their throats. In a cave, this eerie sound can echo a long way. They can use this to estimate cavern sizes and distances, much like the sonic radar of a bat.

Although hook horrors are basically omnivores, they prefer meat. They can eat just about any cave-dwelling fungus, plants, lichens, or animals. Hook horrors are well acclimated to cave life. They have few natural predators, although anything that managed to catch one would try to eat it. The hook horror's exoskeleton dries and becomes too brittle for use after a month or so.

The obvious penalty for having hooks instead of hands is that hook horrors cannot use weapons or tools. They can only pick up items in their beaks. This severely restricts their ability to amass large treasures. A clan of hook horrors most often lives in caves and underground warrens. The entrance is usually up a vertical or steeply sloped rock wall. Each family unit in the clan has its own small cavern off a central cave area. The clan's eggs are kept in the safest, most defensible place. The clan is ruled by the eldest female, who never participates in combat. The eldest male, frequently the mate of the clan ruler, takes charge of all hunting or other combat situations and is considered the war chieftain. Members of a clan rarely fight each other. They may quarrel or not cooperate, but they rarely come to blows. Clans sometimes fight each other, but only when there is a bone of contention, such as territorial disputes. It is rare for a clan of hook horrors to want to rule large areas or to conquer other clans.

Hook horrors have poor relationships with other races. Although they do not foolishly attack strong parties, generally other creatures are considered to be meat. They retreat when faced with a stronger group. Hook horrors do not recognize indebtedness or gratitude. Their simple language does not even have a term for these concepts. Just because someone saves the life of a hook horror does not mean that it will feel grateful and return the favor.

Fhassai Huntinghawk

Notes on Grimlocks

Underground or in darkness, grimlocks make vicious enemies. Alone, a grimlock is a fierce but often unmotivated combatant, favoring its own survival to needless fighting. However, a grimlock raiding party fights in total silence and cooperates like a pack of wolves, exhibiting savage fury and fearlessness. Although a grimlock raiding party poses a serious threat, when motivated by a cruel taskmaster like a mind flayer or other monster, grimlocks become even deadlier.

Beware Ambushes

Against most opponents, grimlocks rely upon their stealth and camouflage abilities as well as natural cover. The preferred grimlock tactic involves hiding and waiting for enemies to enter melee range. Often, grimlocks position themselves in nooks or crevices above enemies waiting for hours if necessary until prey passes close.

Once in melee, grimlocks attack with heavy, simply made weapons such as axes or clubs. Grimlocks fight almost exclusively with such melee weapons as their senses don't allow them to perceive distant creatures with the clarity ranged weaponry requires. Thus, those combating grimlocks should consider using spells that limit their enemies' mobility and access to allies.

Blind Them

Countering a grimlock's hearing effectively hampers its blindsight ability. If a grimlock loses its hearing, it experiences the full affects of blindness.

Give Them Targets

Grimlocks lack the tactical awareness to attack spellcasters or other specialized targets. When confronted with an enemy, they attack. When people face grimlocks, they should find ways to bring in allies and thus provide more targets for grimlocks to attack. The use of summons provide quick and inexpensive allies and force grimlocks to spread their attacks. Even if weak, grimlocks lack the ability to immediately differentiate a weak opponent from a strong one. One should place a few summons between them and the battle as a front line of defense.

Look for Leaders

Often, non-grimlocks command grimlock raiding parties. Any creature capable of controlling grimlocks and commanding their fear deserves respect. Aboleths, drow, duergar, medusa, mind flayers, and numerous other more intelligent monstrosities often control a band of grimlocks on patrols or raids. In most cases, leaders remain hidden while their minions fight. As such, characters should take steps to locate and eliminate the creature leading the grimlocks. Because such leaders often prove cowardly, one should look for concentrations of grimlocks or other creatures serving as bodyguards or defenders. However, in some cases, a leader might prove even more powerful than its entire grimlock entourage, so one should exercise extreme caution.

Remember Immunities

Grimlocks lack both eyes and eyesight. A grimlock's blindness renders him immune to all visual illusions, gaze attacks, and any spell or effect dependent on sight.

Show Overwhelming Strength

Despite their savage and barbaric culture, grimlocks possess intelligence and self-preservation instincts. If a group demonstrates overwhelming strength and superiority against a grimlock band, the grimlocks might accept truce or parley. One also stands a better chance of ending a battle if they eliminate the grimlocks' leader. Certain destructive spells might convince grimlocks to retreat or offer a truce rather than fight ot the death. Of course, such diplomacy can only take place if the grimlocks aren't being driven on by a master they fear even more then you.

Target Scouts

As grimlocks rely heavily on their sense of hearing while traveling, bands of grimlock warriors and hunters often send lone scouts in various directions ahead of them. These scouts perform the dangerous role of providing warnings to their brethren as they stumble across danger or draw them on when they come upon prey. By the sounds of their the scout's screams or a series of swift barks, a scout's allies can swiftly close on its position. Thus, those who encounter lone grimlocks should seek to dispatch them swiftly and quietly, before they have the opportunity to alert other grimlocks in the area.