Grell

Grell

Medium aberration
Challenge

STR
2
DEX
2
CON
1
INT
1
WIS
0
CHA
−1

55
10d8+10
14
Fort
+2
Ref
+3
Will
+0
Damage immunities lightning
Condition immunities blinded, prone

Speed 2 m., fly 5 m. (hover)
Skills Brawn +3 (14), Perception +1 (12), Stealth +3 (14)
Senses blindsight 10 m. (blind beyond this radius)
Languages Grell

Maneuvers. The grell uses maneuvers (maneuver save Difficulty 12). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacles only)

1 stamina die: ambush, spring attack

Actions (2)

Tentacles (1/turn). Melee Weapon Attack: +3 to hit, reach 2 m. Hit: 7 (1d10 + 2) piercing damage and the target must succeed on a Difficulty 11 Fortitude saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The target is also grappled (escape Difficulty 11). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attacks made against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak (1/turn). Melee Weapon Attack: +3 to hit. 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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

As an action, 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 on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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