Medium Aberration, Chaotic Evil
Armor Class 14 Natural
Hit Points 65 (10d10 + 15)
Speed 10 ft., Fly 25 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Damage Vulnerabilities Lightning
Condition Immunities Blinded, Prone
Senses Blindsight 60' (blind beyond this radius), Passive Perception 14
Languages Grell
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Action name: Multiattack. (The Warrior Grell makes two attacks: one with its tentacles and one with its beak.)

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 3) 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 restrained until this grapple ends. While grappling the target, the Warrior Grell has advantage on attack rolls against it and can’t use this attack against other targets. When the Warrior Grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Action Name. Tentacle Spin

Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 10 ft., all adjacent creatures. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

 Action Name.  Hiss

 Action Attack. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Habitat: MountainUnderdark

Freelancerinc566

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