Monster Manual 5E

(Nancy Kaufman) #1

GRELL


''OuR INTREPI D ROGUE C L I MHE O UP T H E SHAFT
TO SECURE A ROPE. THERE WAS II. GASP, ,\NO THE
ROPE FELL. WE NEVER SAW H E R AGAIN."


  • AN A DVENTURER' S ACCOUNT OF A
    GRELl ATTACK I N KHYBER, PUBLISHED
    I N TliE KORRANBERG CliRONICLE


A grell resembles a bulbous floating bra in with a wide,
sharp beak. Its ten long tentacles a re made of hundreds
of ring-shaped muscles s heathed in to ugh fibrous
hide. Sharp barbs line the tip each te ntacle and inject
para lytic venom. The grell can pa rtia lly retract its barbs
into its te ntacles 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 ele ctrical fields,


GRELL


a llowing th em to detect the presence of creatures and
objects in their immediate vicinity. T he creature's ability
to ma nipulate electricity to sense a nd move also allow it
to absorb lightning without harm.
Although solitary by nature, g rells sometimes gather
in small groups called covens.
Floating Ambushers. A grell prefers to ambush
lone creatures or straggle rs, hove ring silently near th e
ceiling of a passage or cavern until a suitable targe t
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 alie n predators that group
other creatures into three categories: edibles, inedibles,
a nd 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 th a t they have little
hope of carrying away.
A grell will sometimes a llow adventurers to wage
war on the other monstrous inha bita nts of the dungeon
complex it calls home, staying out of the adventure rs'
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)

Skills Perceptio n +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, pro ne

WIS
11 (+0)

Senses blindsight 60ft. (blind beyond this radius),
passive 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
mus t succeed on a DC 11 Constitution sa ving 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 restrained until this grapple ends.
While grappling the target, the grell has advantage on attack
rolls against it and can't use this attack against other targets.
When the grell moves, any Medium or smaller target it is
grappling 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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