GRELL WORKER – 5e stats

Medium aberration, neutral evil

Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 10 ft., fly 30 ft. (hover)

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)9 (-1)10 (+0)8 (-1)

Skills Perception +3
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blind sight 60 ft. (blind beyond this radius), passive perception 12
Languages Grell
Challenge 1 (200 X P)

ACTIONS

  • Multiattack. The grell worker 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.
  • 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 is a sightless aberration that resembles a giant floating brain with tentacles and a beak. It has a leathery and wrinkled skin that varies from pale pink-gray to faint purple-pink in color, depending on its age. It has ten strong and rubbery tentacles that are covered with sharp barbs that can inject a paralytic venom into its prey. It also has a hard beak that can pierce flesh and bone with ease. A grell can compress its body to squeeze through small spaces, and it can hover in the air using an innate levitation ability. A grell communicates with other grells using a language called Grell, which consists of clicks, hisses, and whistles.

COMBAT

A grell is a cunning and ruthless predator that prefers to ambush its prey from above or behind. It uses its blindsight to detect the presence of living creatures within 60 feet, and it can sense vibrations and sounds beyond that range. A grell attacks by lashing out with its tentacles, trying to grapple and paralyze its target. Once it has immobilized its prey, it will bite it with its beak, tearing off chunks of flesh and devouring them. A grell can also use its tentacles to manipulate objects and weapons, such as daggers, crossbows, or wands. A grell is immune to lightning damage, and it can resist some spells that affect the mind.

HABITAT / SOCIETY

A grell originates from the Far Realm, a plane of madness and chaos where the laws of nature are twisted and warped. Some grells have found their way to the Material Plane, where they dwell in dark and secluded places, such as caves, dungeons, or the Underdark. A grell can live either alone or in a colony with other grells. A solitary grell is usually feral and savage, hunting for food and survival. A colony grell is more civilized and intelligent, following a strict hierarchy and a code of conduct. A colony grell can also practice alchemy, using various substances and fluids to create potions, poisons, or explosives.

ECOLOGY

A grell is an omnivorous creature that feeds on both meat and plants. It prefers fresh meat, especially from intelligent creatures, such as humans, elves, or dwarves. A grell can digest almost anything, including bones, metal, or wood. A grell reproduces by budding, which means that it grows a small lump on its body that eventually detaches and becomes a new grell. A grell can live for up to 200 years, but it can be killed by disease, injury, or old age. A grell has no natural enemies, except for other aberrations that may compete with it for food or territory.