Grell

Medium aberration, neutral evil

Armor Class

12

Hit Points

55 (10d8+10)

Speed

10 ft., fly 30 ft. (hover)

STR

15 (+2)

DEX

14 (+2)

CON

13 (+1)

INT

12 (+1)

WIS

11 (0)

CHA

9 (-1)

Damage Immunities

lightning

Condition Immunities

blinded, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Skills

Perception +4, Stealth +6

Languages

Grell

Challenge

3 (700 XP)

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls 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. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.

medium
aberration
cr3
monster-manual