The grick is a relatively standard subterranean aberration
without much history (dating back only to 3.0). As a snatch-and-retreat predator that doesn’t immediately
devour its prey, the grick is a good spark for a time-sensitive rescue
scenario. (“Sure you can stop to
buff. Of course, the butcher’s son
will lose his leg.”) There’s also
the question of how communities cope with a threat that is hard to harm without
magic…
Ironically,
subterranean societies have just as many problems with their sewers and
catacombs as surface dwellers do—perhaps even more so, since the deep-dwelling
predators grow so much bigger.
Down-on-their-luck adventurers can find comparatively fair wages as
grick hunters in dwarf or even duergar cities. Drow are likely to force their slaves to do such dirty
work. None are likely to offer the
necessary magic weapons, though.
Where jungle gricks
are common, indigenous tribes use various means to ensure their safety.
Crafting magic weapon salves is a
daily chore for Mowatu shamans; Mowatu men keep these salves in jars worn on
thongs around their necks in case of grick attack. The Brilliant Talon tribe breeds shocker lizards for pets
and defense. The
engineering-minded Weentar prize mobility, with vine-and-bamboo cable cars and
zip lines keeping them high in the canopy.
Is a grick’s fear of
the sky the instinctual impulse of an ambush predator…or something
more? A sage posits that gricks are
refugees from the heavens who fear starspawn like akatas and shoggoths. Of course, he needs specimens to prove
his theory…
—Pathfinder Bestiary 2 146
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