Grick

Grick
Level 4 (+2)
"Never again, am I going into those caves. I don’t care what treasure they say lies there. You can go and get eaten by abominations, and my bards will sing your stories. Meanwhile, I’ll be here, washing mugs where its safe."
——Donlun Bronzebeard, Dwarven Bartender and Retired Adventurer.
This monster’s tentacled maw and rubbery body make it well suited for ambushing prey from tight spaces. While it is relatively large, it can coil up into small spaces by pressing its malleable body into dark alcoves normally too small for such a creature. The Grick’s dark hide also lends it a certain type of natural camouflage in dungeon environments, allowing it to take solitary victims by surprise. Once it batters its prey into submission, it will wrap its tentacles around the creature completely, and pull it into its beak, slowly consuming it. It prefers to do this under the cover of darkness and will often attempt to drag an inactive body back into its lair before feeding.
Awareness
20
Senses
Darkvision, Scent
Initiative
16/1d10
Hitpoints: 31
Healing Value: 6
Resilience: +2
Morale
2
AC
16/20
Touch
14
Fort
14
Reflex
15
Will
13
Defenses
Resistances: Bludgenoning (Imm.)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
14 / 18
DEX
14 / 18
CON
11 / 15
INT
3 / 4
WIS
14 / 15
CHA
15 / 16
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+6 vs AC (ArN 0)
Tentacle
1d4+2 Bludgeoning damage
Melee Reach 5ft
damage
Grapple +6
Special Attacks (3 AP)
Flurry of Tentacles
Make two tentacle attacks, on the same or different creatures. If both attacks hit the same creature, deal +2d4 damage. (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
mi/day
Qualities
  • Rubbery Body: Immune to Bludgeoning damage. (inc)
  • Animal Intelligence: This creature is of animal intelligence and has similar instincts. As such, it does not suffer a penalty to its Initiative Order, Awareness, or Sensory Skills due to its low intelligence. (inc)
  • Natural Armor: AC +2/+4 (inc)
Skills: Rank 3 Climb [+7], Rank 1 Escape [+1], Rank 4 Stealth [+7], Rank 2 Listen [+5], Rank 3 Spot [+7], Rank 4 Scent [+9], Rank 1 Hunting [+4], Rank 1 Survival [+3]
Feats: Tough
Philosophies: Rank 1 Mental, Rank 4 Physical
Combat Training: Melee 2, Parry 1, Fort 1, Reflex 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-1
Coercion
+1
Deception
-1
Manipulation
-1
Persuasion
-1
Aloofness
-1
Bravery
+1
Intuition
-1
Tolerance
+2
Suspicion
-1
Social
Composure: 15
Languages: None
Motives: Feed
Prejudices:
    None


Grick Characteristics

A Grick is a nightmarish monstrosity that appears as a giant rubbery worm ending in a face laden with large, thick octopus-like tentacles surrounding a serrated beak. Two tiny, barely perceptible beady black eyes sit just above the beak. Their hide ranges from black to dark green, with a pale underbelly. On average they are about 8 feet in length and weigh about 200 pounds, a little larger than a tall human male. The Grick’s tentacles are used for attacking prey, and the beak is used for eating subdued victims. They are mostly found in caverns and underground lairs, finding it easier to ambush prey from dark crevices.

Culture

These creatures can be either solitary, or work in groups. They are not powerful, but are possessed of a cunning, alien animal instinct that allows them to form simple strategies in order to capture more dangerous food. Entire families of Grick have even been known to set up lairs within abandoned dungeon environments or unexplored caves, often times in pits that create a natural optical illusion of being solid ground when cast in darkness. They seem to have no ambition or purpose other than to eat, but they prefer to stay under a roof, and have a strong dislike for the open sky.

History

The Grick is actually a spawn from an aberrational plane, and some suspect that they are mutated, magical creations from the true masters of that realm, born in their twisted image. Why they have been sent here is unknown, but it appears that they have learned how to breed and thrive on the material plane, and will not be going anywhere if not exterminated. This is extremely difficult, however, as much like earthworms, they reproduce at an alarming rate, and are extremely adept at hiding beneath the surface, squeezing into areas where humanoids cannot go. They have not had a very important role in history thus far, although there are more than a few tales of an unprepared would be hero falling into an obscured pit trap seething with starving Grick, much to the horror of the rest of the hero’s party.