Grell
Medium Aberration — CR 3
Grell is a D&D 3.5 monster from —. CR 3, HD 5d8+10 (32 hp).
- Hit Dice
- 5d8+10 (32 hp)
- Initiative
- +2
- Speed
- land 5 ft, 5 ft., fly 30 ft. (perfect)
- Base Attack / Grapple
- +3/+14
- Attack
- Tentacle +5 melee or lightning lance +5 ranged touch
- Full Attack
- 10 tentacles +5 melee and bite +0 melee or lightning lance +5 ranged touch
- STR
- 12
- DEX
- 15
- CON
- 14
- INT
- 10
- WIS
- 11
- CHA
- 9
- Fort / Ref / Will
- +3 / +3 / +4
- Challenge Rating
- 3
- Alignment
- Usually neutral evil
- Organization
- Solitary, pair, or pack (3-7); or patrol (3-6 plus philosopher); or colony (20-40 grell plus 3-5 philosophers plus patriarch)
- Treasure
- Standard (plus lightning lance)
- Level Adjustment
- +6
Special Abilities
Feats
Description
Grell other than hatchlings have a +10 racial bonus on grapple checks. (Paralyzed foes automatically lose grapple checks.)
Creatures struck by multiple tentacle attacks in the same round do not make multiple saving throws; instead, they make a single saving throw, but the DC increases by 1 for every additional tentacle that hit in the same round. For example, a creature hit by four of a grell's tentacle attacks must succeed on a single DC 13 Fortitude save to avoid paralysis, instead of four DC 10 saving throws.
In melee combat, a grell can attack as many foes as it can reach, using as many of its tentacles as it wishes against any single opponent. It uses its bite only against paralyzed prey or as a last resort.
An opponent can attack a grell's tentacles with a sunder attempt as if they were weapons. A grell's tentacles have 5 hit points each. If a grell is currently grappling a target with the tentacle that is being attacked, it uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a grell's tentacles deals 2 points of damage to the creature. The creature regrows severed tentacles in 1d6 days.
Grell that belong to a nest or colony might be armed with lightning lances. Feral grell do not make or use any weapons, relying on their own natural armament.