Grell

Medium aberration, Neutral Evil

Armor Class12
Hit Points55 (10d8 + 10)
Speed10 ft., fly 30 ft. (hover)
STRDEXCONINTWISCHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 9 (-1)
Saving Throws—
SkillsPerception +4, Stealth +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitieslightning
Condition Immunitiesblinded; prone
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 14
LanguagesGrell
Challenge3

Actions

Multiattack.

The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles.

Melee Attack Roll: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 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 Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.