Grell

Grell

Grell Game Tokens

Enhance your gameplay with our free Grell game tokens at Mistcharter Maps! Download now to bring the mysterious depths of the Underdark to your tabletop adventures with detailed, vivid artwork. Whether you're a seasoned dungeon master or a new player, our tokens will add an extra layer of immersion to your campaigns.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    3

  • Type

    Aberration

  • Size

    Medium

  • Habitat

    Cave
    Explore our Cave maps for more inspiration

  • AC

    12

  • HP

    59 (7d8 + 28)

  • "

    Grell Introduction

    In the dim, echoing corridors of the Underdark, where shadows dance with a life of their own and the air is thick with the scent of ancient stone, a sinister presence lurks. The Grell, a creature of nightmarish visage, drifts silently through the gloom, its form a ghastly amalgamation of beak and tentacle. Imagine, if you will, a floating brain, its surface slick and glistening, crowned with a mass of writhing tendrils that seem to move with a mind of their own. This is the Grell, a predator of the dark, ever watchful, ever hungry.


    The Grell's appearance is enough to chill the blood of even the most seasoned adventurer. Its body, resembling a pallid brain, is suspended in the air, defying gravity with an eerie grace. From this central mass extend ten long, sinuous tentacles, each lined with barbed suckers capable of delivering a paralyzing shock to its prey. At the forefront of this grotesque form is a sharp, hooked beak, ready to rend flesh from bone with terrifying efficiency. The Grell's eyes, if they can be called such, are hidden beneath its fleshy folds, granting it an uncanny ability to sense the world around it without sight.


    Inhabiting the deepest caverns and forgotten ruins, the Grell is a creature of solitude, preferring the company of shadows to the light of day. It is said that these creatures are drawn to places of great magical power, where the very fabric of reality is thin and easily manipulated. Legends speak of Grells congregating in ancient temples, their presence a harbinger of doom for those who dare to trespass. Some whisper that the Grell are the remnants of a long-lost civilization, their minds twisted and corrupted by the dark forces they once sought to control.


    To encounter a Grell is to face a creature of pure instinct, driven by an insatiable hunger and an alien intelligence. It strikes from the shadows, its tentacles lashing out with deadly precision, seeking to ensnare and incapacitate its prey before dragging it into the darkness. Those who survive such an encounter speak of the Grell's eerie silence, the way it seems to glide through the air without a sound, a ghostly predator in a world of nightmares.


    As you venture deeper into the unknown, keep your wits about you and your weapons close at hand. For in the shadowed depths, where light is but a distant memory, the Grell awaits, ever patient, ever watchful, ready to strike when least expected.


    "

  • Grell Skills & Traits

    Skills

    • Perception +4
    • Stealth +5

    Senses

    • Blindsight 60 ft.
    • Passive Perception 14

    Languages

    • Understands Grell but can't speak

    Abilities

    • Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
    • Condition Immunities: Blinded, Prone
    • Flyby: The grell doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    • Tentacles: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Actions

    • Multiattack: The grell makes two attacks with its tentacles.
    • Tentacles: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • "

    Battle Tips for Grell

    The Grell is a formidable creature that can provide a unique challenge for adventurers. With its floating, tentacled form and paralyzing attacks, it can be a memorable foe in any campaign. Here are some tips for Dungeon Masters on how to effectively use Grells in battle:


    Using a Grell in Battle

    • Ambush Tactics: Grells are excellent at ambushing unsuspecting adventurers. Use their ability to float silently to position them above or behind the party, striking when least expected.
    • Paralyzing Attacks: The Grell's tentacles can paralyze opponents, making them easy targets. Focus on paralyzing key party members, such as spellcasters or healers, to disrupt the group's strategy.
    • Dark Environments: Grells thrive in dark, cavernous environments. Use dim lighting or total darkness to give the Grell an advantage, as it can see in the dark while the party may struggle.

    Coordinating Multiple Grells

    • Divide and Conquer: When using multiple Grells, have them target different members of the party to spread out the group's resources and attention.
    • Flanking Maneuvers: Use the Grells' ability to float to surround the party, attacking from multiple angles to create confusion and chaos.
    • Retreat and Regroup: If the battle turns against them, Grells can use their mobility to retreat into the shadows, regroup, and launch another surprise attack when the party is vulnerable.

    Fleeing Strategies

    • Utilize Terrain: Grells can use their knowledge of the terrain to escape through narrow passages or up into high ceilings where the party cannot easily follow.
    • Distraction Tactics: Leave behind traps or other creatures to slow down the party while the Grell makes its escape.
    • Stealthy Retreat: Use the Grell's natural stealth to quietly disengage from combat, disappearing into the darkness to fight another day.

    By leveraging these strategies, Dungeon Masters can create thrilling and challenging encounters with Grells that will test the mettle of any adventuring party.


    "

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