Medium Monstrosity, Unaligned
Armor Class 14 Natural Armor
Hit Points 27 (6d8)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
11 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ocean Camouflage. The blige grick has advantage on Dexterity (stealth) checks made to hide in oceanic terrain, like a beach or salt marsh.

Bilge Water Shower. The grick hoses their prey with a concentrated jet of sea water. The target creature must succeed on a DC 14 Dexterity save or be stunned during their next turn.

Actions

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

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

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

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Angry... and hungry. That best describes the bilge grick. Covered in sewage, the bilge grick is an ambush hunter lurking in the sewers of Gullet Cove and waiting for anything it can construe as a morsel of food to pass nearby. Functionally blind, the bilge grick hunts by sensing the footfall (or paw-fall) of its prey, waiting until they are nearly on top of it to erupt from the grime, mouth agape and feelers stretching. The bilge gricks are a constant threat in the sewers of the town, as well as in the deep ocean; loathed as much by sailors as by those forced to unblock the sewers, they are rapacious, and very deadly.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kielba5a

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