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Giant Grick

Challenge
2,300 XP
str
20
(+5)
dex
14
(+2)
con
14
(+2)
int
2
(-4)
wis
14
(+2)
cha
5
(-3)

AC 17 (natural armor)

HP 90 (12d10 + 24; bloodied 45)

Speed 40 ft., climb 40 ft.


Proficiency +3; Maneuver DC 16

Skills Stealth +5

Damage Resistances damage from nonmagical weapons

Senses darkvision 60 ft., passive Perception 12

Languages


Camouflage. The grick has advantage on Stealth checks made to hide in rocky terrain.

Spider Climb. The grick can use its climb speed even on difficult surfaces and upside down on ceilings. 


ACTIONS

Tentacles. Melee Weapon Attack: +8 to hit, reach 20 ft., one or two targets. Hit: 23 (4d8 + 5) bludgeoning damage, and if the target is a creature it makes a DC 16 Strength saving throw . On a failure, the creature is pulled to within 5 feet of the grick and grappled (escape DC 16). Until the grapple ends, the creature is restrained . The grick can grapple up to two Medium or smaller creatures or one Large creature.


BONUS ACTIONS

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the grick. Hit: 14 (2d8 + 5) piercing damage.

Combat

The giant grick usually lurks 20 feet up on walls and ceilings. If it can, it waits for two creatures to be within 20 feet of it before it springs its ambush. It reels its victims in, often pulling them up into the air, and gnaws them with its beak. If it’s reduced to 20 hit points or fewer, it releases its victims and tries to escape.


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10: Gricks are dangerous, subterranean ambush predators. Travelers in remote caverns must watch the walls and ceilings.

DC 15: Gricks are an invasive species from another plane, but with their natural camouflage and ability to see in the dark, they are perfectly adapted to life underground.

DC 20: There is a strange plant variant of the grick that looks like a giant flower.

Description

Gricks keep growing as they age, their coiled tentacles becoming longer and tougher. The largest gricks are often surrounded by several of their smaller spawn.

Behavior

Behavior

1–3 Clinging motionless to a wall, ledge, or ceiling

4 Hiding behind debris, rubble, or furniture

5 Devouring its last victim

6 Guarding the entrance to a grimlock cave

Signs

1 Scattered bones

2 DC 12 Perception check: sucker marks on stone

3 DC 12 Perception or Investigation check: signs of a body being dragged 

4 A gossamer-thin shed skin

Encounters

Gricks hunt in caverns and other rocky areas.

CR 0–2 grick

CR 3–4 2 gricks ; grick and gibbering mouther or mimic ; grick and 1d4 grimlocks

Treasure 150 gp, 250 sp, writing supplies, incomplete bestiary (75 gp)

CR 5–10 giant grick ; giant grick and 2 gricks

Treasure scattered supplies (100 gp), saddle bags containing 200 gp and 30 pp

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.