Grell Psychic

Medium aberration, chaotic evil

Armor Class

12 (15 with mage armor)

Hit Points

66 (12d8 + 12)

Speed

10 ft., fly 30 ft.(hover)

Skills

stealth +6, perception +4

Damage Immunities

lightning

Condition Immunities

blinded, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Languages

Deep Speech, Grell

Challenge

4

Proficiency Bonus

+2

Actions

Multiattack

The grell psychic makes one Tentacle attack and one Beak attack.

Beak

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.

Tentacle

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the grell can't make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Spellcasting (Psionics)

The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12): • At will: detect thoughts, mage armor, mage hand (the hand is invisible) • 1/Day each: confusion, fear