- 3 (700 XP)
Maneuvers. The grell uses maneuvers (maneuver save DC 12). It has 9 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:
At will: grapple (Tentacles only)
Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 3 m., one creature. 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. Melee Weapon Attack: +4 to hit, reach 1.5 m., one creature. Hit: 7 (2d4 + 2) piercing damage.