Dnd 5e monsters manual

Page 173

a llowing them to detect the presence of creatures and objects in their immediate vicinity. T he creature's ability to manipulate electricity to sense a nd move also allow it to absorb lightning without har m. 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 a llow 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 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 15 (+2)

DEX 14 (+2)

CON 13 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 9 (- 1)

Skills Perceptio n +4, Stealth +6 Damage Immunities lightnin g Condition Immunities bl ind ed, pro ne Senses blind sight 60ft. (blind beyond thi s radius), pass ive Perception 14 Languages Grell Challenge 3 (700 XP) '' OuR INTR EP ID ROGUE C L 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 GRELl ATTACK I N K HYBER, PUBLISHED IN

TliE KORRANBERG CliRONICLE

GRELL A grell resembles a bulbous fl oating bra in with a wide, sharp bea k. 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 a nd electrical fields, GRELL

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 Constitutio n saving throw or be poisoned for 1 minute. The poiso ned 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 smal ler, it is also restrained 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 sma ller 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.


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