Page 173 - Monster Manual [11th Print]
P. 173

allowing them to detect the presence of creatures and
                                                              objects in their immediate vicinity. The creature's ability
                                                              to manipulate electricity to sense and move also allow it
                                                              to absorb lightning without harm.
                                                               Although solitary by nature, grells sometimes gather
                                                              in small groups called covens.
                                                               Floating Ambushers. A grell prefers to ambush
                                                              lone creatures or stragglers, hovering silently near the
                                                              ceiling of a passage or cavern until a suitable target
                                                              passes below, whereupon it descends quickly and wraps
                                                              its tentacles around its prey. It then floats away to its lair
                                                             with the paralyzed creature in its clutches.
                                                               Alien Devourers. Grell are alien predators that group
                                                              other creatures into three categories: edibles, inedibles,
                                                              and Great Eaters (those rare creatures that might prey
                                                              on a grell). Grells have no compunction about attacking
                                                              creatures they classify as edible, including humanoids.
                                                             They tend to avoid bigger creatures that they have little
                                                              hope of carrying away.
                                                               A grell will sometimes allow adventurers to wage
                                                             war on the other monstrous inhabitants of the dungeon
                                                              complex it calls home, staying out of the adventurers'
                                                             way as they dispose of larger threats while waiting for
                                                              the right time to strike.

                                                              GRELL
                                                              Medium aberration, neutral evil

                                                                       1
                                                              Armor Class  2
                                                              Hit Points 55 (10d8 + 10)
                                                              Speed  10  ft., fly  30 ft.  (hover)
                                                                STR    DEX    CON     INT    WIS     CHA
                                                               1 5   (+2)   14  (+2)   13  (+l)   12 (+l)   11  (+O)   9 (-1)

                                                              Skills Perception +4, Stealth +6
                                                              Damage Immunities lightning
                                                              Condition Immunities blinded, prone
                                                                                             d
                                                              Senses blindsight 60 ft.  (blind  beyond this ra i us),
                                                               passive Perception 14
                                                              Languages Grell
                                                              Challenge 3  (700 XP)
                        • QuR  INTREPID ROGUE CLIMBED UP T  H  E    SHAFT
                        '
                        TO SECURE  A  ROPE. THERE WAS A  GASP,  AND THE
                        ROPE FELL. WE  NEYER SAW HER AGA I N. "   ACTI O  N S
                                  -  A  N    ADVENT URER'S  ACCO UNT O  F    A
                                                              Multiattack. The grell makes two  attacks: one with  its  tentacles
                                GRELL ATTACK  I N    KHYBER,  PUBLISHED
                                IN TliE KORRANBERG CliRONICLE   and one with its  beak.
                                                              T e ntacles. Melee Weapon Attack: +4 to  h i t, reach  10 ft., one
                                                              creature. Hit: 7  ( l d l O   + 2)  piercing damage, and the target
                                                              must succeed on a  DC 1 1   Constitution  saving throw or be
            GR L L                                            poisoned for 1  minute. The poisoned target is paralyzed ,  and
                 E
                                                              it can repeat the saving throw at the end of each of its turns,
            A grell resembles a bulbous floating brain with a wide,   ending the effect on a success.
            sharp beak. Its ten long tentacles are made of hundreds   The target is also grappled (escape DC 1 5 ). If the target is
            of ring-shaped muscles sheathed in tough fibrous   Medium or smaller,  it is also restrained until this grapple ends.
            hide. Sharp barbs line the tip each tentacle and inject   While grappling the target, the grell has advantage on attack
            paralytic venom. The grell can partially retract its barbs   rolls against  it and  can't use this  attack against other targets.
            into its tentacles to handle or manipulate objects it   When the grell  moves , any  Medium or smaller target it is
            doesn't want to pierce or tear.                   grappling moves with it.
             Grells have no eyes and floats by means of a sort of   Beak. Melee Weapon Attack: +4 to hit, reach 5  ft., one target.
            levitation. They have keen hearing, however, and their   Hit: 7  (2d4 +  2)  pierci ng damage.
            skin is sensitive to vibrations and electrical fields,


            GRELL
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