Armor Class
11
Hit Points
33
(6d8 + 6)
Speed
30 ft., Swim 30 ft.
STR
12
(+1)
DEX
12
(+1)
CON
13
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
8
(-1)
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold, Poison
Senses
Darkvision 120 ft., Passive Perception 10
Languages
Aquan
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Against the Current. No liquid can force the grue to move.
Actions
Water Jet. Ranged Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d6 + 1) bludgeoning damage.
Blinding Jet (recharge 5-6). Ranged Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d6 + 1) bludgeoning damage. The target must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the each of each of its turns, ending the blindness on a successful save.
Description
The grue can appear as a small pool or a rolling wave of greenish water, or as a blob of jelly with a fringe of clawed appendages and tubes. It attacks with jets of water.
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