Medium Undead, Neutral
Armor Class 14 (natural armor)
Hit Points 30 (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)
Skills Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fleshy Camouflage. The rotted nature of the creature's skin blends perfectly within piles of decomposing bodies. The grick has advantage on Dexterity (Stealth checks made to hide in the piles of bodies.

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. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.

Description

After inhabiting the mines of Axeholm, these gricks have become undead, feasting on anything foolish enough to trespass their domain. These undead wormlike creatures have patches of decaying flesh revealing the muscles of their barbed tentacles. Blending into piles of bodies in a long-forgotten tomb or ruin, the undead grick hunts as soon as it fresh blood pulling its victims into its hooked beak.

Habitat: MountainSwampUnderdark

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