GRELL PHILOSOPHER – 5e stats

Medium aberration (grell), neutral evil

Armor Class 11
Hit Points 44 (8d8 + 10)
Speed 10 ft., fly 30 ft. (hover)

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)12 (+1)13 (+1)16 (+3)17 (+3)15 (+2)

Saving Throws Int +5, Wis +5, Cha +4
Skills Arcana +5, Insight +5, Investigation +5, Perception +6, Religion +5
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blind sight 60 ft. (blind beyond this radius), passive perception 15
Languages Grell
Challenge 4 (1,100 X P)

Spellcasting. The grell philosopher is a 2nd-level warlock. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following warlock spells prepared and does not require any verbal component to cast its spells:

ACTIONS

  • Multiattack. The grell philosopher makes eleven attacks: ten with its tentacles and one with its beak.
  • Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft. , one creature. Hit: 4 (1d4 + 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 target. Hit: 5 (1d6 + 2) piercing damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A grell philosopher is a rare and powerful variant of the grell, a sightless aberration that resembles a giant floating brain with tentacles and a beak. A grell philosopher has a larger and more wrinkled brain-like body than a normal grell, and its tentacles are longer and more flexible. A grell philosopher also possesses a keen intellect and an innate ability to manipulate magic, which it uses to conduct experiments and explore the mysteries of the cosmos. A grell philosopher is often the leader or advisor of a grell colony, and it seeks to expand its knowledge and influence by any means necessary.

A grell is a fearsome carnivore that hunts its prey with its paralytic poison and its vicious bite. Some grell are rogues, while others live in family units or hives. A grell has a weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telepathy with other grell. Other creatures cannot learn the grell language, and they would not deign to learn the language of “lesser beings” (a synonym for “food” in their language).

COMBAT

A grell philosopher is a formidable opponent in combat, as it can use its magic to create various effects, such as illusions, telekinesis, mind control, or blasts of force. A grell philosopher can also use its tentacles to grapple and paralyze its foes, and its beak to deliver a vicious bite. A grell philosopher prefers to fight from a distance, using its blindsight to locate its enemies and its fly speed to maneuver around obstacles. A grell philosopher is also cunning and ruthless, and it will not hesitate to use its magic to manipulate or deceive its opponents, or to escape if the situation turns against it.

A normal grell relies on its physical strength and agility to attack its prey. A grell can use two of its tentacles to lash out at nearby enemies, or four of them to grab and pull closer a distant target. A grell can also use its beak to bite an immobilized creature, or to deliver a powerful electric shock. A grell is immune to electricity, but vulnerable to fire.

HABITAT / SOCIETY

A grell philosopher lives in a grell colony, which is usually located in a dark and secluded place, such as the Underdark, the Shadowdark, or a deep cave. A grell colony consists of several types of grells, such as soldiers, workers, and philosophers, each with a different role and status. A grell philosopher is the highest-ranking member of a colony, and it commands the respect and obedience of the other grells. A grell philosopher is also responsible for directing the activities and goals of the colony, such as hunting for food, defending against intruders, or conducting experiments. A grell philosopher may also communicate with other philosophers from different colonies, either to exchange information or to form alliances.

Grell have a distinct hierarchy. Each hive is led by a patriarch, who gives orders to the philosophers, who direct the soldiers and workers in their every day tasks. A hive occupies an underground complex, or travels by ship in the Outer Space or in the Astral Plane. Supposedly, all grell answer to a mysterious Imperator, a grell of great power who can unite all the grell for a common cause; to conquer a realm, a territory, or even a world.

ECOLOGY

A grell philosopher is an aberration that originated from the Far Realm, a plane of madness and chaos where the laws of nature are twisted and warped. A grell philosopher has adapted to life on the Material Plane, but it still retains some of the alien traits and instincts of its home plane. A grell philosopher feeds on the flesh and brains of living creatures, which it considers as both food and sources of knowledge. A grell philosopher also has a curiosity and fascination for anything that is strange or unknown, especially magic and other planes of existence. A grell philosopher seeks to learn as much as possible about these topics, even if it means harming or destroying others in the process.

Arrogant and vicious, grell hunt their territories to exhaustion, then move on to more fertile places. A grell’s paralytic poison cannot be extracted from the creature’s body, but parts of the monster’s body can be used for spells or items relating to levitation or electricity.