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Greel

Large monstrosity, neutral evil

Armor Class 12 (natural armor)
Hit Points 55 (10d8+10)
Speed 10 ft., fly 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Damage Immunities Lightning
Condition Immunities Blinded, Prone
Senses passive Perception 10
Languages Grell
Challenge 3 (700 XP)

Hold Breath. The {Greel} can hold its breath for 15 minutes.

Actions

Multiattack. The {Greel} makes [two] attacks: [one with its tentacles and one with its beak].

Beak. Melee Weapon Attack: +[4] to hit, reach 5 ft., one target. Hit: [7] ([2d4+ 2]) piercing damage.

Tentacle. Melee Weapon Attack: +[4] to hit, reach [10] ft., one target. Hit: [7] ([1d10+ 2]) piercing damage and 7 (1d10+2) lighting damage. 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.