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Size & Type (subtype):Medium-Size AberrationHit Dice:2d8 (9)
Initiative:   +2 (Dex)   Speed:   30 ft., climb 20 ft.  
Armor Class:   16 (+2 Dex, +4 natural)   Attacks:   4 tentacle rakes +3 melee, bite -2 melee  
Damage:   Tentacle rake 1d4+2, bite 1d3+1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Scent, damage reduction 15/+1  
Saving Throws  Fortitude: 0  
Reflex: 2  
Will: 5  
Abilities:   Str: 14
Dex: 14
Con: 11
Int: 3
Wis: 14
Cha: 5
Skills:   Climb +10, Hide +4*, Listen +7, Spot +7   Feats:   Alertness  
Climate and Terrain:   Underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary or cluster (2-4)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually neutral  
Advancement:   3-4 HD (Medium-size); 5-6 HD (Large)  



They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, the grick normally drags its victim back to its lair to be eaten at its leisure.

Skills: *Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002