GRICK
GRICK The wormlike grick waits unseen, blending in with the
Medium monstrosity, neutral rock of the caves and caverns it haunts. Only when prey
comes near does it rear up, its four barbed tentacles
Armor Class 14 (natural armor) unfurling to reveal its hungry, s napping beak.
Hit Points 27 (6d8) Passive Predators. Gricks rarely hunt. Instead, they
Speed 30ft., climb 30ft. drag their rubbery bodies to places where creatures
regul a rly pass, lurking out of sight amid rocky rubble
STR DEX CON INT WIS CHA and debris, squeezing into burrows, holes, or crevices,
14 (+2) 14 (+2) 11 (+0) 3 (- 4) 14 (+2) 5 (-3) climbing up to ledges, or coiling a round stalactites
to drop on unwary prey. A grick consumes virtually
Damage Resistances bludgeoning, piercing, and slashing anything that moves except for other gricks. It targets
damage from non magical weapons
the nearest prey, grabbing a fall en creature with its
Senses darkvision 60ft., passive Perception 12
Languages - tentacles and dragging it off to eat alone.
Challenge 2 (450 XP) Roving Ambush ers. Gricks remain in an area until
the food s upply dwindles, often because s entient
creatures become aware of their presence and plot
Stone Camouflage. The grick has advantage on Dexterity alternate routes a round their lairs. When prey is scarce
(Stealth) checks made to hide in rocky terra in. in the Underd ark , gricks venture aboveground to hunt
ACTIONS
in the wilderness, lurking in trees or on cliff-side ledges .
A grick pack is often led by a single well-fed, oversized
Multiattack. The grick makes one attack with its tentacles . If a lpha around which the others congregate.
that attack hits, the grick can make one beak attack against the Spoils of Slaughter. Over time, grick lairs accumulate
same target.
the cast-off possessions of intelligent prey, a nd expert
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. , one guides know to look out for these telltale signs.
target. Hit: 9 (2d6 + 2) slashing damage. Underdark explorers sometimes seal off the routes
leading to a nd from a grick lair to s tarve them, then
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
cla im the wealth of the foul creatures' victims .
Hit: 5 (1d6 + 2) piercing damage.
GRICKALPHA
Large monstrosity, neutral
Armor Class 18 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30ft., clim b 30ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)
Damage Resistances bludgeoning, piercing, an d slashing
damage from non ma gical weapons
Senses darkvision 60ft. , passive Perception 12
Languages -
Challenge 7 (2,900 XP)
Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
ACT IONS
Multiattack. The grick makes two attacks: one with its tai l and
one with its tentacles . If it hits with its tentacles, the grick can
make one beak attack against the same target.
Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 22 (4d8 + 4) slashing damage.
Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 13 (2d8 + 4) piercing damage.