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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
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