Grick Ancient
Monster Manual (2025) p. 158
- Size
- Large
- Type
- aberration
- Alignment
- unaligned
- AC
- 18
- Initiative
- 3
- Hit Points
- 135 (18d10+36)
- Speed
- walk 30 ft., climb 30 ft.
- Skills
- Stealth +6
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Challenge
- 7
- Lineage
- Grick
- Environment
- forest, underdark
Traits
Proficiency Bonus
+3
Treasure
Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.
Actions
Multiattack
The grick makes one Beak attack, one Slam attack, and one Tentacles attack.
Beak
Melee Attack Roll: +7, reach 10 ft. Hit: 22 (4d8 + 4) Piercing damage.
Slam
Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Tentacles
Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from all four tentacles.
Other data
description
Gricks are wormlike predators that burst from hiding—flailing and snapping —to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat. Gricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings.
Grick Ancient: Gricks can live for centuries, with the eldest growing to monstrous sizes. Grick ancients actively hunt more than they wait in ambush, and they have no qualms about devouring smaller gricks.