monster manual 5e pdf

(Jeff_L) #1
GRICK
Medium monstrosity, neutral

Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30ft., climb 30ft.

STR
14 (+2)

DEX
14 (+2)

CON
11 (+0)

INT
3 (-4)

WIS
14 (+2)

CHA
5 (-3)

Damage Resistances bludgeoning, piercing, and slashing
damage from non magical weapons
Senses darkvision 60ft., passive Perception 12
Languages-
Challenge 2 (450 XP)

Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.

ACTIONS
Multiattack. The grick makes one attack with its tentacles. If
that attack hits, the grick can make one beak attack against the
same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

GRICKALPHA
Large monstrosity, neutral

Armor Class 18 (natural armor)
Hit Points 75 (10d10 + 2 0)
Speed 30ft., climb 30ft.

STR
18 (+4)

DEX
16 (+3)

CON
15 (+2)

INT
4 (-3)

WIS
14 (+2)

CHA
9 (-1)

Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Senses darkvision 60ft., passive Perception 12
Languages-
Challenge 7 (2,900 XP)


Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.

ACTIONS


Multiattack. The grick makes two attacks: one with its tail and
one with its tentacles. If it hits with its tentacles, the grick can
make one beak attack against the same target.


Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.


Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 22 (4d8 + 4) slashing damage.


Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 13 (2d8 + 4) piercing damage.


GRICK
The wormlike grick waits unseen , blending in with the
rock of the caves and caverns it haunts. Only when prey
comes near does it rear up, its four barbed tentacles
unfurling to reve al its hungry, s napping beak.
Passive Predators. Gricks rarely hunt. Instead, they
dra g the ir rubbery bodies to places where creatures
regula rly pass, lurking out of sight amid rocky rubble
a nd debris, s que ezing into burrows, holes, or crevices,
climbing up to ledges, or coiling a round stalactites
to drop on unwary prey. A grick consumes virtually
a nything th a t moves except for othe r gricks. It targets
th e nearest prey, grabbing a falle n creature with its
tentacles a nd dragging it off to eat alone.
Roving Ambushers. Gricks re main in an area until
th e food s upply dwindles, ofte n because s entient
creatures become aware of the ir pres ence and plot
a lternate routes a round th e ir lairs. When prey is scarce
in th e Unde rd a rk , gricks venture aboveground to hunt
in th e wilde rness, lurking in trees o r on cliff-side ledges.
A grick pack is often led by a single we ll-fed, oversized
a lpha around which th e othe rs congregate.
Spoils of Slaughter. Ove r time, grick lairs accumulate
th e cast-off possessions of intellige nt prey, and expert
guide s know to look out for these telltale s igns.
Underdark explorers some time s seal off th e routes
leading to a nd from a grick lair to s tarve them, then
claim the wealth of the foul creatures ' victims.
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