Page 109 - Lords of Madness: The Book of Aberrations
P. 109

GRELL                                              Feats:  Combat  Casting,  Flyby  Attack,  Grell  Alchemy†,
               Medium Aberration                                   Improved Initiative, Scribe Scroll B
               Hit Dice: 5d8+10 (32 hp)                            † New feat described on page 114.
               Initiative: +2                                    Environment: Underground
               Speed: 5 ft., fly 30 ft. (6 squares) (perfect)     Organization: Patrol (3–6 grell plus 1 philosopher) or colony

               Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14  (20–40 grell plus 3–5 philosophers plus patriarch)

               Base Attack/Grapple: +3/+14                       Challenge Rating: 5
               Attack: Tentacle +5 melee (1d4+1 plus paralyzation) or lightning   Treasure: Standard (plus lightning lance)
                 lance +5 ranged touch (3d6 electricity)         Alignment: Usually neutral evil
                                                                 Advancement: By class
               Full Attack: 10 tentacles +5 melee (1d4+1 plus paralyzation)
     CHAPTER 6  THE EATERS  Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)  Level Adjustment: +6
                 and bite +0 melee (1d6) or lightning lance +5 ranged touch
                 (3d6 electricity)
                                                                 This creature has a large, bulbous body composed of wrinkled,
               Special Attacks: Constrict 1d6+1, expert grappler, improved
                                                                 light gray fl esh that seems to fl oat in the air of its own volition.
                 grab, paralysis

               Special  Qualities:  Blindsight  60  ft.,  flight,  immunity  to   Ten long, spiny tentacles hang from the bottom of its body, twist-
                                                                 ing in the air like ropes. It has a sharp beak in the front of its body,
                 electricity, immunity to paralyzation, sightless  but no other visible facial features.
               Saves: Fort +3, Ref +3, Will +4
               Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9  A grell prefers to wait in ambush for potential prey. When a
               Skills: Hide +8, Listen +4, Move Silently +8, Spot +4  suitable target passes, the monster attempts to paralyze it with
               Feats: Flyby Attack, Weapon Finesse               its tentacles, then escape to its lair with its helpless prey. Grell
               Environment: Underground                          are cunning enough to avoid direct confrontations with large
               Organization: Solitary, pair, or pack (3–7); or patrol (3–6 plus   groups, since they are aware of the dangers that foes capable
                 philosopher); or colony (20–40 grell plus 3–5 philosophers   of teamwork can present.
                 plus patriarch)                                   A grell occasionally shadows a group that is too large to
               Challenge Rating: 3                               attack directly, following along inconspicuously and using
               Treasure: Standard (plus lightning lance)         its Hide skill to stay out of sight. When a member of the
               Alignment: Usually neutral evil                   target group lags behind, or the group is distracted by some
               Advancement: 6–10 HD (Medium); 11–15 HD (Large); or   other hazard, the grell attacks a straggler and tries to drag
                 by class                                        its  meal  away  unnoticed.  Grell  also  sometimes  lurk  near
               Level Adjustment: +6                              dangerous areas, such as pit traps, quicksand, or the lairs of
                                                                 other monsters, hoping to prey upon trapped, helpless, or
              GRELL PHILOSOPHER                                  wounded creatures.
               4th-level Grell Wizard                              A typical grell has a body about 3 feet in diameter and weighs
               Medium Aberration                                 about 200 pounds. Its tentacles are about 8 feet long.
               Hit Dice: 5d8+10 plus 4d4+8 (50 hp)
               Initiative: +5                                  COMBAT

               Speed: 5 ft., fly 30 ft. (6 squares) (perfect)     In melee combat, a grell can attack as many foes as it can

               Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14  reach, using as many of its tentacles as it wishes against any
               Base Attack/Grapple: +5/+17                       single opponent. It uses its bite only against paralyzed prey
               Attack: Tentacle +7 melee (1d4+2 plus paralyzation) or lightning   or as a last resort.
                 lance +6 ranged touch (3d6 electricity)           An opponent can attack a grell’s tentacles with a sunder
               Full Attack: 10 tentacles +7 melee (1d4+2 plus paralyzation)   attempt as if they were weapons. A grell’s tentacles have 5 hit
                 and bite +2 melee (1d6+1) or lightning lance +6 ranged touch   points each. If a grell is currently grappling a target with the
                 (3d6 electricity)                               tentacle that is being attacked, it uses another limb to make its
               Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)   attack of opportunity against the opponent making the sunder
               Special Attacks: Constrict 1d6+2, expert grappler, improved   attempt. Severing one of a grell’s tentacles deals 2 points of
                 grab, paralysis, spells                         damage to the creature. The creature regrows severed tentacles
               Special  Qualities:  Blindsight  60  ft.,  flight,  immunity  to   in 1d6 days.

                 electricity, immunity to paralyzation, sightless    Grell that belong to a nest or colony might be armed with
               Saves: Fort +4, Ref +3, Will +9                   lightning lances (see page 115). Feral grell do not make or use
               Abilities: Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 12  any weapons, relying on their own natural armament.
               Skills:  Concentration  +11  (+15  casting  defensively),  Hide   Constrict (Ex): On a successful grapple check, a grell deals
                 +11, Knowledge (arcana) +6, Knowledge (dungeoneering)   1d6+1 points of damage.
                 +6, Knowledge (nature) +6, Listen +9, Move Silently +11,   Expert Grappler (Ex): A grell that chooses to grapple with
  108            Spot +9                                         one tentacle and remain ungrappled itself takes a –10 penalty
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