GRELL
Medium aberration, neutral evil
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10ft., fly 30ft. (hover)
STR-15 (+2), DEX-14 (+2), CON-13 (+1), INT-12 (+1), WIS-11 (+0)
Damage Immunities lightning
Condition Immunities bl ind ed, prone
Senses blind sight 60ft. (blind beyond this radius),
pass ive Perception 14
Languages Grell
Challenge 3 (700 XP)
ACTIONS
CHA
9 (- 1)
Multiattack. The grell makes two attacks: one with its tentacles
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
it can repeat the saving throw at the end of each of its turns,
ending the effect on a success.
The target is also grappled (escape DC 15). If the target is
Medium or smaller, it is also re strained until this grapple ends.
While grappling the target, the grell has advantage on attack
rolls agai nst it and can 't use this attack aga inst other targets.
When the grell moves, any Medium or smaller target it is
gra ppling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 7 (2d4 + 2) piercing damage.
grell resembles a bulbous floating brain with a wide,
sharp beak. Its ten long tentacles a re made of hundreds
of ring-shaped muscles s heathed in tough fibrous
hide. Sharp barbs line the tip each tentacle and inject
para lytic venom. The grell can pa rti ally retract its barbs
into its tentacles to handle or manipulate objects it
doesn't want to pierce or tear.
Grells have no eyes and floats by means of a sort of
levitation. They have keen hearing, however, and their
skin is s ensitive to vibrations and electrical fields,
GRELL
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 la ir
with the paralyzed creature in its clutches.
Alien Devourers. Grell a re a lien 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 inhabita nts of the dungeon
complex it calls home, staying out of the adventurers'
way as they dispose of larger