Kryx RPGThemesCreatures
Grell

Grell

Medium aberration
Challenge
3

STR
2
DEX
2
CON
1
INT
1
WIS
0
CHA
−1

55
10d8+10
14
Fort
+1
Ref
+3
Will
+1
Damage immunities lightning
Condition immunities blinded, prone

Speed 2 m., fly 5 m. (hover)
Skills Insight +0 (11), Perception +2 (13), Stealth +4 (15)
Senses blindsight 10 m. (blind beyond this radius)
Languages Grell

Actions (2)

Tentacles (1/turn). Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 7 (1d10 + 2) piercing damage. If the grell uses the inject venom maneuver, the target is paralyzed until the poisoned condition ends.

If the grell uses the grapple maneuver, the target is restrained until the grapple ends. Until this grapple ends, the grell has advantage to hit the target with its tentacles, and the grell can’t make tentacles attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (2d4 + 2) piercing damage.

Underdarkmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (Difficulty equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.