Page 112 - Lords of Madness: The Book of Aberrations
P. 112

They exist for years as verminlike hunters, feeding on small   voking attacks of opportunity. If it wins the grapple check, it

          rodents, insects, and reptiles. By the time they reach five years   establishes a hold and can constrict.
          in age, they are about half the size of an adult (2 Hit Dice, size   Paralysis (Ex): Any creature hit by a juvenile grell’s tentacle
          Small) and have gained self-awareness. Young grell spawned   must make a DC 7 Fortitude save or be paralyzed for 1d4+1
          near colonies normally begin to join their fellows around this   rounds. Each additional tentacle that hits the same creature
          age, and reach their full growth at about ten years of age.  that round increases the save DC by 1.
            Grell grow throughout their lifetimes, and the oldest grell   Sightless (Ex): A juvenile grell is immune to gaze attacks,

          are significantly larger and more powerful than younger ones.   visual effects, illusions, and other attack forms that rely on
          It is risky for civilized grell to grow too large; the patriarch of   sight.
          a grell colony destroys and consumes any potential rivals long
          before they become powerful enough to challenge it. Grell that  GRELL VARIANTS

          anticipate this danger abandon the colony to continue their   Unlike beholders or mind flayers, grell show little physical   THE EATERS  CHAPTER 6
          existence as feral grell, growing larger and stronger far from   differentiation. A grell patriarch is little more than a grell
          the suspicions of a patriarch. Only when the exile feels that it   philosopher of great age and unusual physical power, while
          is strong enough to mount a challenge to the patriarch does   a grell philosopher is simply an intelligent but otherwise
          it return.                                        normal grell with an aptitude for magic.
            Grell live about two hundred years in good health. At the
          end of their lives, they undergo a fairly rapid degeneration, fail-
          ing quickly in five to ten years after reaching their maximum         GRELL SOCIETY

          growth. Older grell ossify as their body tissues become dead and   Grell lack the diversity of form and capability demonstrated
          rigid. Finally, they lose the ability to feed themselves and digest   by some other aberration races. While they vary in size and
          their meals. Few grell reach the age of two hundred thirty.  magical power, they all belong to the same species. The most

                                                            significant division in the race is cultural rather than physical:
          Grell Hatchling: CR 1/3; Tiny aberration; HD 1d8–1; hp 3;   Is the grell in question a feral grell or a civilized grell?


          Init +2; Spd 5 ft., fly 20 ft. (perfect); AC 15, touch 14, flat-footed     Feral grell are fearsome predators in the dark, lightless places
          13; Base Atk +0; Grp –12; Atk or Full Atk +4 melee (1 plus   of the world. They tend to be solitary ambushers that hunt a
          paralyzation, tentacle); SA paralysis; SQ blindsight 60 ft., flight,   broad swath of territory, preying upon any creature they can.

          immunity to electricity, immunity to paralyzation, sightless;   They are cruel and murderous, and delight in taking sentient
          AL N; SV Fort –1, Ref +2, Will +2; Str 2, Dex 15, Con 8, Int 2,   creatures for their prey. Feral grell sometimes gather into small
          Wis 11, Cha 7.                                    packs in places where the hunting is good. A pack of feral grell
            Skills  and  Feats:  Hide  +14,  Listen  +2,  Move  Silently  +4;   is far more dangerous than a similarly sized group of predatory
          Weapon Finesse.                                   beasts or animals, since grell are intelligent enough to plan
            Language: none.                                 sophisticated ambushes and coordinate their attacks. Even
            Paralysis (Ex): Any creature hit by a grell hatchling’s tentacle   large and well-armed parties of adventurers can be rendered
          must  make  a  DC  5  Fortitude  save  or  be  paralyzed  for  1d4   helpless in the space of a round or two by the swift, silent
          rounds.                                           assault of a grell pack, and any party overcome in such an
            Sightless (Ex): A grell hatchling is immune to gaze attacks,   attack meets a very bad end indeed.
          visual effects, illusions, and other attack forms that rely on     Despite the name given to them by sages who study these
          sight.                                            monsters, feral grell are far more than wild beasts. They are as
                                                            intelligent as their civilized cousins; in fact, an individual grell
          Grell Juvenile: CR 2; Small aberration; HD 2d8; hp 9; Init +2;   can easily adjust to its circumstances by joining or abandoning


          Spd 5 ft., fly 30 ft. (perfect); AC 15, touch 13, flat-footed 13; Base   colonies several times in the course of its life, living as a solitary
          Atk +1; Grp +6; Atk +4 melee (1d3–1 plus paralyzation, tentacle);   hunter for a time before returning to the companionship of
          Full Atk +4 melee (1d3–1 plus paralyzation, 10 tentacles); SA   others of its kind. Feral grell rarely have access to the weapons

          constrict, improved grab, paralysis; SQ blindsight 60 ft., flight,   and magic with which philosophers arm the members of grell
          immunity to electricity, immunity to paralyzation, sightless;   colonies.
          AL NE; SV Fort +0, Ref +2, Will +3; Str 8, Dex 15, Con 10, Int     Civilized grell gather in colonies or nests of several dozen
          8, Wis 11, Cha 9.                                 individuals. They retain more of the alien science and knowl-
            Skills  and  Feats:  Hide  +14,  Listen  +2,  Move  Silently  +4;   edge of wizardry their ancestors commanded. Civilized grell
          Weapon Finesse.                                   organize  loosely  into  three  castes:  soldiers,  philosophers,
            Language: Grell.                                and patriarchs. The grell themselves make little distinction
            Constrict (Ex): On a successful grapple check, a juvenile grell   between individuals—soldiers defer to philosophers because
          deals 1d4–1 points of damage.                     magical ability brings higher status in the colony. Only patri-
            Improved Grab (Ex): To use this ability, a grell must hit an   archs hold any real preeminence, and even then, grell colonies
          opponent of its size or smaller with a tentacle attack. It can   are ruled by a cold, pragmatic consensus of all adults, regardless
          then attempt to start a grapple as a free action without pro-  of caste.
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