Grick Alpha

Grick Alpha

Large beast
Challenge

STR
4
DEX
3
CON
2
INT
−3
WIS
2
CHA
−1

90
12d10+24
20
Soak
2
Fort
+3
Ref
+4
Will
+1
Defense note natural armor

Speed 5 m., climb 5 m.
Skills
Senses darkvision 10 m.

Maneuvers. The grick alpha uses maneuvers (maneuver save Difficulty 15). It has 14 stamina dice which are d8s, a dice limit of 3, 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:

1 stamina die: ambush, grapple, pounce, spring attack, tear flesh

2 stamina dice: tear tendon

Stone Camouflage. The grick alpha has advantage on Stealth checks made to avoid notice in rocky terrain.

Actions (2)

Beak (1/turn). Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 13 (2d8 + 4) piercing damage.

Tail (1/turn). Melee Weapon Attack: +6 to hit, reach 2 m., one target not grappled by the grick. Hit: 11 (2d6 + 4) bludgeoning damage.

Tentacles (1/turn). Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 22 (4d8 + 4) slashing damage. If it hits with its tentacles, the grick can make one beak attack against the same target without using an action.

Forest, 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, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

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 and target a creature of a larger size 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.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

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 and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

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

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

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.