Hit Dice: 5d8+10 (32 hp)
Speed: 5 ft., fly 30 ft. (perfect)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Attacks: 10 tentacles +4 melee and bite -1 melee
Damage: Tentacle 1d4+1 plus paralysation, bite 2d4
Face/Reach 5 ft. /5 ft. (10 ft. with tentacle)
Special Attacks: Improved grab, paralysis
Special Qualities: Blindsense 60 ft., flight, immunities, tentacle regeneration
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9
Skills: Hide +10, Listen +4, Move Silently +10, Spot +4
Feats: Flyby Attack, Stealthy
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 3
Alignment: Usually neutral evil
Advancement: 6-10 HD (Medium-size);
11-15 HD (Large)
Level Adjustment: +4
These horrible, misshapen creatures resemble giant, floating brains with tentacles. They inhabit dungeons, underground passages, remote caves, and other places where light never reaches. Humanoids of all kinds are their favourite prey.
This vicious predator has a large, bulbous body composed of wrinkled, light gray flesh that seems to float in the air of its own volition. Ten long, spiny tentacles hang from the bottom of its body, twisting in the air like ropes. A grell has a sharp beak that it uses for tearing the flesh of its prey, but no other visible facial features.
A grell prefers to wait in ambush for potential prey. When a suitable target passes, the monster attempts to paralyze it with its tentacles, then escape to its lair with its helpless prey. Grells are cunning enough to avoid direct confrontations with large groups, since they are aware of the dangers that foes capable of teamwork can present.
A grell occasionally shadows a group that is too large to attack directly, following along inconspicuously and using its Hide skill to stay out of sight. When a member of the target group lags behind, or the group is distracted by some other hazard, the grell attacks a straggler and tries to drag away its meal unnoticed.
Grells also sometimes lurk near dangerous areas, such as pit traps, quicksand, or the lairs of other monsters, hoping to prey upon trapped, helpless, or wounded creatures. In melee Combat, a grell can attack as many foes as it can reach, using as many of its tentacles as it wishes against any single opponent. It uses its bite only against paralyzed prey or as a last resort.
Improved Grab (Ex): If a grell hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20, including a +16 racial bonus on grapple checks). If it gets a hold, it has the option to conduct the grapple normally, or simply use a single tentacle to hold the opponent (-20 penalty on grapple check, but the grell is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle damage.
Paralysis (Ex): A grell’s tentacles are lined with small spiny barbs, much like a squids. (This is clearly a classic case of convergent evolution, since the two creatures are completely unrelated.) Any creature hit by a grell’s tentacle must make a Fortitude save (DC 14) or be paralyzed for 4 rounds.
Blindsense (Ex): A grell is blind, but it manoeuvres and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. The grell usually does not need to make Spot or Listen checks to notice creatures within range of its blindsense.
Flight (Ex): A grell’s body is unusually buoyant. The creature continuously produces an effect like that of the fly spell, which it can use to move at a speed of 30 feet (perfect manoeuvrability). This buoyancy also grants the grell a permanent feather fall effect with personal range.
Immunities (Ex): A grell is immune to electricity and paralysis effects.
Tentacle Regeneration (Ex): An opponent can attack a grell’s tentacles as if they were weapons—see Sunder, in Chapter 8 of the Player’s Handbook. A grell’s tentacles have 10 hit points. If the grell is currently grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a grell’s tentacles deals damage to the creature equal to half the limb’s hit points. A grell regrows severed limbs within a day.
Skills: A grell gains a +2 racial bonus on Hide and Move Silently checks.