Grell

Monster Manual (2025) p. 157

Size
Medium
Type
aberration
Alignment
neutral evil
AC
12
Initiative
6
Hit Points
55 (10d8+10)
Speed
walk 10 ft., fly 30 ft. (hover)
Skills
Stealth +6, Perception +4
Immunities
lightning
Condition Immunities
blinded, prone
Senses
blindsight 60 ft.
Passive Perception
14
Languages
Deep Speech
Challenge
3
Environment
underdark
STR
15
+2
DEX
14
+2
CON
13
+1
INT
12
+1
WIS
11
+0
CHA
9
−1

Traits

Proficiency Bonus

+2

Abduct

The grell needn't spend extra movement to move a creature it is grappling.

Actions

Multiattack

The grell makes one Beak attack and one Paralyzing Tentacles attack.

Beak

Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage.

Paralyzing Tentacles

Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from two of ten tentacles. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Other data

description

With barbed tentacles sprouting from their brain-shaped bodies, grells hunt the lightless depths. These silent predators defy gravity, allowing them to strike from unexpected places, and they perceive their surroundings via sound and electrical fields. Their tentacles secrete paralytic venom, which prevents most creatures ambushed by grells from crying out before being dragged into the dark and consumed. Grells are sapient beings, but their intellects and motivations are alien to most. They typically cooperate with one another only to defeat more powerful prey. Most demonstrate no interest in creating things or in communicating with other creatures, including their own kind. Many grells pursue methods of traveling between worlds and planes of existence. They sometimes slip onto star-faring vessels or enter portals heedless of their destination. Roll on or choose a result from the Grell Explorations table to inspire why grells seek passage between realms.

Grell Explorations:

1d6Grells Travel Because They Are...
1Advanced viruses, each the clone of all other grell. They exist only to feed and spread.
2The larvae of another creature and require electrically charged environs to reproduce.
3Seeking to escape some catastrophe or terror lurking in the depths.
4Supernaturally connected to ravenous alien beings and serve as their feeding appendages.
5Vestiges of an ancient evil that will return if grells collectively consume enough creatures.
6Without souls, but convinced they can attain souls by eating certain beings.