Page 173 - D&D Bestiary
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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
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10ft., fly 30ft. (hover)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 9 (- 1)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 14
Languages Grell
Challenge 3 (700 XP)
''OuR INTR EP ID ROGUE CL IMH E O UP T H E SHAFT
TO S ECURE A ROP E. THERE WA S II. GASP, ,\N O THE
ROPE FEL L. W E N EVE R S AW H E R AGAIN ." ACTIONS
- AN ADVENT URER ' S ACCO UNT OF A
Multiattack. The grell makes two attacks: one with its tentacles
GRELl ATTACK IN KHYBER, PUBLISHED
IN TliE KORRANBERG CliRONICLE and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
must succeed on a DC 11 Constitution saving throw or be
poisoned for 1 minute. The poisoned target is paralyzed, and
GRELL
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 15). 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 creature.
levitation. They have keen hearing, however, and their Hit: 7 (2d4 + 2) piercing damage.
skin is sensitive to vibrations and electrical fields,
GRELL

