Grells are one of the most bizarre and dangerous creatures that inhabit the world of D&D. They are aberrations, meaning they have a physiology and psychology that deviates from the natural order. They originated from the Far Realm, a plane of madness and chaos that lies beyond the known multiverse. They somehow managed to breach the barriers between planes and invade other worlds, where they seek to feed and expand their colonies.
Grells resemble giant floating brains with a cluster of ten tentacles and a sharp beak. They have no eyes or other sensory organs, but they can sense their surroundings with a form of telepathy. They can also communicate telepathically with each other and with other intelligent creatures, using a complex language that consists of images, emotions, and concepts. Grells are highly intelligent and cunning, but also cruel and alien. They have no regard for other forms of life, except as potential prey or slaves.
Grells hunt by paralyzing their victims with their venomous barbs, which are located on four of their tentacles. They then use their beak to tear off chunks of flesh and devour them. Grells prefer to hunt in groups, coordinating their attacks with their telepathy. They can also use their telekinesis to manipulate objects and hurl them at their enemies. Grells are immune to lightning and blind effects, but they are vulnerable to fire and radiant damage.
Grells are a threat to any civilization that encounters them, as they seek to conquer and enslave other races. They often dwell in dark and hidden places, such as underground caverns, abandoned ruins, or remote forests. They sometimes ally with other aberrations, such as mind flayers or beholders, but they ultimately serve only their own interests. Grells are enemies of most other creatures, especially those that worship gods or follow natural laws.
Grells are a fascinating and terrifying subject for adventurers and scholars alike. They offer a glimpse into the Far Realm and its horrors, as well as a challenge for those who dare to face them. Grells are not to be underestimated or taken lightly, as they can prove to be deadly foes or valuable allies, depending on the situation.
The Grell Colony: A Hierarchy of Brains
Grells are not solitary creatures, but rather live in colonies that are ruled by a single leader, called a philosopher. The philosopher is the oldest and most powerful grell in the colony, and it directs the activities of the other grells. The philosopher also possesses a greater knowledge of the Far Realm and its secrets, which it guards jealously. The philosopher is usually located in a hidden and secure chamber within the colony’s lair, where it spends most of its time meditating and studying.
The other grells in the colony are divided into three ranks: workers, hunters, and warriors. Workers are the lowest rank, and they are responsible for maintaining the colony’s lair, collecting resources, and caring for the young. Hunters are the middle rank, and they are responsible for hunting for food, scouting for new territories, and capturing prisoners. Warriors are the highest rank, and they are responsible for defending the colony, fighting enemies, and executing the philosopher’s orders.
The ranks of the grells are determined by their age, size, and ability. Younger and smaller grells are usually workers, while older and larger grells are usually hunters or warriors. Grells can also advance in rank by proving their worth to the philosopher, such as by bringing valuable information, resources, or trophies. Grells can also challenge each other for rank, using their telepathy to duel in a mental contest of wills.
Some grell colonies have a special leader that is above even the philosopher. This leader is called a patriarch, and it is a gargantuan grell that has grown to immense size and strength over many years. A patriarch commands the respect and obedience of all other grells in the colony, and directs their activities and goals. A patriarch also possesses a greater knowledge of the Far Realm and its secrets, which it seeks to uncover and exploit. A patriarch is a formidable foe, capable of using its telepathy, telekinesis, and venomous tentacles to overwhelm any enemy. A patriarch is a rare and dangerous sight, as it usually stays hidden in a secure chamber within the colony’s lair. Only a few adventurers have ever encountered a patriarch, and most of them did not survive to tell the tale. A patriarch is not to be trifled with, as it represents the pinnacle of the grell’s evolution and ambition.
Grells are constantly seeking to learn more about the Far Realm and its mysteries, as well as other planes and worlds. They often capture and interrogate other creatures, using their telepathy to probe their minds and extract information. They also collect books, scrolls, artifacts, and other items that might contain knowledge or power. Grells value intelligence above all else, and they consider themselves superior to other races.
Grells have a complex language that consists of images, emotions, and concepts. They can communicate telepathically with each other and with other intelligent creatures. However, they rarely communicate with outsiders, unless they want to manipulate them or extract information from them. Grells have no names or personal identities, but rather refer to each other by their rank and role within the colony.
The grell colony is a highly organized and efficient society that strives to survive and expand in a hostile world. The grell colony is also a source of terror and danger for anyone who crosses its path.