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

