Grell

Medium Aberration, Neutral Evil
Initiative +6 (16)
AC 12
HP 55 (10d8 + 10)
Speed 10 ft., Fly 30 ft. (hover)
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
15
+2
+2
Dex
14
+2
+2
Con
13
+1
+1

Int
12
+1
+1
Wis
11
+0
+0
Cha
9
-1
-1

Skills Perception +4, Stealth +6
Immunities Lightning; Blinded, Prone
Senses Blindsight 60 ft., Passive Perception 14
Languages Deep Speech
CR 3 (XP 700; PB +2)

Traits

Abduct. The grell needn't spend extra movement to move a creature it is grappling.

Actions

Multiattack. The grell makes one Beak attack and one Paralyzing Tentacles attack.

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage.

Paralyzing Tentacles. Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from two of ten tentacles. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Habitat: Underdark
Monster Manual 2024

  1. DnD 5.5 Monsters › Grell
Grell