Grick


 

Grick, CR 2

Medium aberration, unaligned
Armor Class 14
Hit Points 27 ( 6d8 )
Spell Points
Speed 30ft Climb: 30ft

STR

15
+2

DEX

16
+2

CON

11
+0

INT

2
-4

WIS

15
+2

CHA

4
-3

Proficiency Bonus 2
Skills Perception 1d20+4 Stealth 1d20+4
Senses Blindsight 120 ft., Passive Perception 12
Languages --

Special Abilites

Non-breathing Physiology. The grick does not need to breathe to survive.   Pack Tactics. The grick has Advantage on an attack roll against a creature if at least one of the grick's allies is within 5 feet of the creature and the ally isn't Incapacitated.   Standing Leap. The grick's long Jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. This movement does not provoke opportunity attacks.   Stone Camouflage. The grick has Advantage on Dexterity (Stealth) checks made to Hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.   Tentacles. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 9 ( 1d6+2 ) Slashing Damage.   Beak. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) Piercing Damage plus 7 2d6 Acid Damage.   Deadly Leap. If the grick jumps at least 15 feet as part of its movement, it can then use this Action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw (target's choice) or be knocked Prone and take 11 ( 2d6+4 ) Piercing Damage plus 7 ( 2d6 ) Acid Damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the grick's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the grick's space.   If performed against an object or structure, the deadly leap deals double damage.

Legendary Actions

The grick can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The grick regains spent epic actions at the start of its turn.   Tentacle Attack. The grick makes one attack with its tentacles.   Gore (Costs 2 Actions). The grick makes three beak attacks against one Prone target.   Leap Chain (Costs 3 Actions). The grick makes two deadly leaps, each 15 feet in length, chained together one after the other. The second deadly leap begins on the ending space of the first.



 
 

Item drops

Treasure Drops


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