Page 110 - Lords of Madness: The Book of Aberrations
P. 110

on its grapple checks instead of the normal –20 penalty (see   13); 1st—charm person (DC 14), mage armor, obscuring mist, ray
          Improved Grab, page 310 of the Monster Manual, for details).  of enfeeblement (+6 ranged touch); 2nd—invisibility, protection
            Grell  other  than  hatchlings  have  a  +10  racial  bonus  on   from arrows, summon monster II.
          grapple  checks.  (Paralyzed  foes  automatically  lose  grapple
          checks.)
            Improved Grab (Ex): To use this ability, a grell must hit       GRELL ANATOMY
          an opponent of its size or smaller with a tentacle attack. It   Grell are the product of some dark and distant creation. They
          can then attempt to start a grapple as a free action without   arose in a parallel world or alternate plane where the laws of
          provoking attacks of opportunity. If it wins the grapple check,   nature are very different from those of humanoid worlds.
          it establishes a hold and can constrict.            While adventurers might mistake a grell’s wrinkled, gray
            Paralysis (Ex): A grell’s tentacles are lined with small spiny   hide for naked brain tissue, the monster is not in fact a dis-
          barbs, much like a squid’s. Any creature hit by a grell’s tentacle   embodied brain. Its skin is damp and gleams wetly in poor   THE EATERS  CHAPTER 6
          must make a DC 10 Fortitude save or be paralyzed for 2d4   light, but its epidermis is quite tough and leathery, measuring
          rounds. The save DC is Constitution-based and includes a –4   several inches thick on its upper body. The coloration varies
          racial penalty.                                   from a pale pink-gray to a faint purple-pink hue. Older grell
            Creatures struck by multiple tentacle attacks in the same   are darker in color than younger grell.
          round do not make multiple saving throws; instead, they make     A grell’s ten tentacles are rubbery and strong. Each is com-
          a single saving throw, but the DC increases by 1 for every   prised of hundreds of ring-shaped muscles sheathed in a tough,

          additional tentacle that hit in the same round. For example, a   almost fibrous, hide that is much thinner than the epidermis
          creature hit by four of a grell’s tentacle attacks must succeed   of the main body. Sharp, bony barbs or needles stud each
          on a single DC 13 Fortitude save to avoid paralysis, instead of   tentacle every 2 to 3 inches, almost to its very tip. These hollow
          four DC 10 saving throws.                         barbs inject the grell’s paralytic venom into its victims. The
            Blindsight (Ex): A grell is blind, but it maneuvers and fights   grell can partially retract its barbs into its tentacles to handle

          as well as a sighted creature by using scent and vibration to   or manipulate objects it doesn’t want to pierce or tear. Each
          ascertain its surroundings. This ability enables it to discern   tentacle is 5 to 8 feet long, although larger grell have longer
          objects and creatures within 60 feet. The grell does not need   tentacles.
          to make Spot or Listen checks to notice creatures within range     A grell’s beak is made of the same bony substance as its

          of its blindsight.                                tentacle barbs. It is more similar to the calcified shells secreted
            Flight (Ex): A grell’s body is unusually buoyant. The creature   by some mollusks than it is to true bone, having neither blood
          continuously produces an effect like that of the fly spell, which   vessels nor marrow. Grell have no “bones” other than their


          it can use to move at a speed of 30 feet (perfect maneuverabil-  beaks and their barbs. Their bodies are supported by a flex-
          ity). This buoyancy also grants the grell a permanent feather   ible, soft cagework of cartilage beneath the thick epidermis.
          fall effect with personal range.                  Although they don’t like to do so, grell can easily squeeze
            Sightless (Ex): A grell is immune to gaze attacks, visual   through surprisingly small openings, compressing their bodies
          effects, illusions, and other attack forms that rely on sight.  to about half their height or width with little trouble.
            Skills: A grell gains a +2 racial bonus on Hide and Move     The  inner  arrangement  of  a  grell  is  quite  unusual.  The
          Silently checks.                                  creature’s brain (labeled 1 on the diagram on the next page)
                                                            is a rumpled membrane or sheet that looks like a crumpled
        GRELL PHILOSOPHER                                   piece of paper. It is located above the beak, near the front of
          A grell philosopher is an exceptionally intelligent and ruthless   the creature’s body. Above the brain, at the top of the anterior
          member of the race, a malicious and dominating creature that   portion of the body, lies a tangled mass of ganglia (2) that serves
          tolerates no threats to its native colony. The philosophers of   as the center of the grell’s electroreceptive sense. Its lungs
          a colony decide matters through consensus and debate with   (3) are behind the brain, near the top center of the monster.
          each other, and create alien devices and weaponry (such as   A grell has no heart, but instead has ten powerful vascular
          the lightning lance) for their followers’ use. The most powerful   chambers (4)  located in the body, near the base of each tentacle.
          philosophers are known as patriarchs. A typical patriarch is a   Constricting and relaxing in concert, these vascular chambers
          Large grell with 11 Hit Dice and 9 levels of wizard.  serve to circulate its green, copper-based blood. The stomach

            Grell philosophers share the special qualities and abilities of   (5) is near the center of its mass, and its digestive tract fills the
          the standard grell, but are armed with formidable wizard spells   posterior third of its body.
          in addition to their special abilities. They like to use spells     Grell do not need to eat often. They favor large meals, with
          such as invisibility and obscuring mist against sighted creatures,   long intervals in between. An adult grell can easily devour a
          turning their blindsight into a deadly tactical advantage.  150-pound human in a sitting, but afterward might not need
            Spells: A grell philosopher is a 4th-level wizard with 16   to eat for up to three months. If food is plentiful or the oppor-
          Intelligence.                                     tunity presents itself, a grell does not hesitate to eat even if it
            Typical Wizard Spells Prepared (caster level 4th): 0—daze (DC   is not particularly hungry. A grell has to be very full indeed
          13), detect magic, mage hand, touch of fatigue (+7 melee touch, DC   to turn down a meal.
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